Balance Patch v1
Changes from v0 → v1.
Specials: 28 changed, 0 added, 0 removed
Leader Skills: 17 changed, 0 added, 0 removed
Leader mechanics: 16 values changed
Monster Specials: 10 changed, 0 added, 0 removed
Monster Leader Skills: 0 changed, 0 added, 0 removed
General
Fixed a bug where the attack effect statuses were not triggering correctly
Leaders now provide passive bonuses via Leader Aura (team buff) + Leader buff (leader self-buff).
Leader skills have been rebalanced to make them meaningful choices.
Campaign XP rewards are now weighted toward the team leader (Spirits only).
Leader mechanics
Leader buff
Speed
0 (0%)
0.03 (3%)
Health
0 (0%)
0.075 (7.5%)
Critical Rate
0 (flat)
0.03 (flat)
Defense
0 (0%)
0.045 (4.5%)
Critical Damage
0 (flat)
0.03 (flat)
Resist
0 (flat)
0.03 (flat)
Focus
0 (flat)
0.03 (flat)
Attack
0 (0%)
0.045 (4.5%)
Leader Aura
Ninja
Speed
0 (0%)
0.03 (3%)
Enlightened
Health
0 (0%)
0.045 (4.5%)
Cleaver
Critical Rate
0 (flat)
0.6 (flat)
Tank
Defense
0 (0%)
0.06 (6%)
Cursed
Critical Damage
0 (flat)
0.6 (flat)
Healer
Resist
0 (flat)
1.1 (flat)
Mage
Focus
0 (flat)
0.95 (flat)
Troll
Attack
0 (0%)
0.06 (6%)
Specials
Envenomed Blade
Envenomed BladeCooldown (init/next): 0/1 → 0/2
Action multiplier: 0.55 → 0.5
Misleading Throw
Misleading ThrowAction multiplier: 0.7 → 0.2
Notes (Before): Strike a random enemy; a random ally gains Taunt to draw attacks.
Notes (after): Light strike a random enemy and a high chance to make a random ally Taunt.
Effects (Before):
Status, status=taunt, target=ally_random, chance=100%
Effects (after):
Status, status=taunt, target=ally_random, chance=80%
Arcane Blades
Arcane BladesNotes (Before): Slash all enemies and greatly lower their Critical Damage output.
Notes (after): Slash all enemies and with a chance to lower their Defense.
Effects (Before):
Status, status=crd_down, target=same_as_attack, chance=100% x2
Effects (after):
Status, status=def_down, target=same_as_attack, chance=50%
Dispel
DispelCooldown (init/next): 0/4 → 0/2
Action multiplier: 0.6 → 0.4
Notes (Before): Strike all enemies and remove all buffs from the targets at once.
Notes (after): Strike all enemies and have a chance to remove a single buff.
Effects (Before):
Remove all buffs, target=same_as_attack, chance=100%
Effects (after):
Remove buff, target=same_as_attack, chance=100%
Enchant Armor
Enchant ArmorCooldown (init/next): 0/2 → 0/4
Effects (Before):
Status, status=def_up, target=same_as_attack, chance=80%
Status, status=res_up, target=same_as_attack, chance=80%
Effects (after):
Status, status=def_up, target=same_as_attack, chance=100%
Status, status=res_up, target=same_as_attack, chance=100%
Ice Bolt
Ice BoltNotes (Before): Strike a random enemy and greatly lower their Speed and Attack.
Notes (after): Strike a random enemy and lower their Speed and Attack.
Effects (Before):
Status, status=atk_down, target=same_as_attack, chance=100% x2
Status, status=spd_down, target=same_as_attack, chance=100% x2
Effects (after):
Status, status=atk_down, target=same_as_attack, chance=100%
Status, status=spd_down, target=same_as_attack, chance=100%
Meteor Strike
Meteor StrikeCooldown (init/next): 1/2 → 2/2
Action multiplier: 0.3 → 0.5
Notes (Before): Blast all enemies and lower their Speed, disrupting the enemy tempo.
Notes (after): Blast all enemies with a chance to lower their Speed, disrupting the enemy tempo.
Effects (Before):
Status, status=spd_down, target=same_as_attack, chance=100%
Effects (after):
Status, status=spd_down, target=same_as_attack, chance=40%
Tornado
TornadoEffects (Before):
Status, status=fear, target=same_as_attack, chance=50%
Effects (after):
Status, status=fear, target=same_as_attack, chance=100%
Provoke
ProvokeCooldown (init/next): 0/5 → 0/4
Target: enemy_random → enemy_back_row
Action multiplier: 0.5 → 0.85
Notes (Before): Provoke a random enemy to Taunt and massively lower their Attack output.
Notes (after): Attack an enemy in the back row and force them to Taunt.
Effects (Before):
Status, status=atk_down, target=same_as_attack, chance=100% x3
Status, status=taunt, target=same_as_attack, chance=100%
Effects (after):
Status, status=taunt, target=same_as_attack, chance=100%, skipFocusCheck
Savage Howl
Savage HowlCooldown (init/next): 0/4 → 0/3
Notes (Before): Howl at a random enemy; good chance to inflict Fear and boost an ally's Crit Rate.
Notes (after): Howl at a random enemy with a good chance to inflict Fear.
Effects (Before):
Status, status=crt_up, target=ally_random, chance=75%
Status, status=fear, target=same_as_attack, chance=75%
Effects (after):
Status, status=fear, target=same_as_attack, chance=75%
Foreboding Peak
Foreboding PeakCooldown (init/next): 0/2 → 0/4
Life Reversal
Life ReversalAction multiplier: 0.85 → 0.75
Notes (Before): Light strike a random enemy; chance to grant a random ally Regeneration.
Notes (after): Light strike a random enemy with a chance to grant a random ally Regeneration.
Effects (Before):
Status, status=regenerate, target=ally_random, chance=50%
Effects (after):
Status, status=regenerate, target=ally_random, chance=40%
Slumbering Tiger
Slumbering TigerCooldown (init/next): 5/1 → 5/0
Action multiplier: 1.3 → 1.5
Notes (Before): Powerful strike a random enemy and inflict Bleed to pressure them over time.
Notes (after): After a long wait, powerful strike a random enemy
Effects (Before):
Status, status=bleed, target=same_as_attack, chance=100%
Effects (after):
None
Challenger Stance
Challenger StanceCooldown (init/next): 0/5 → 0/3
Notes (Before): Assume a challenger stance: Taunt enemies and greatly boost Attack and Defense.
Notes (after): Assume a challenger stance: Taunt enemies and massively boost Attack and Defense.
Effects (Before):
Status, status=atk_up, target=same_as_attack, chance=100% x2
Status, status=def_up, target=same_as_attack, chance=100% x2
Status, status=taunt, target=same_as_attack, chance=100%
Effects (after):
Status, status=atk_up, target=same_as_attack, chance=100% x3
Status, status=def_up, target=same_as_attack, chance=100% x3
Status, status=taunt, target=same_as_attack, chance=100%
Infinite Slash
Infinite SlashCooldown (init/next): 4/1 → 2/2
Action multiplier: 0.32 → 0.5
Effects (Before):
Repeat attack, target=same_as_attack, chance=55.0%
Effects (after):
Repeat attack, target=same_as_attack, chance=30%
Meteor Steel
Meteor SteelAction multiplier: 0.1 → 0.5
Crumbling Vitality
Crumbling VitalityCooldown (init/next): 0/5 → 1/3
Notes (Before): Curse the largest enemy row and greatly lower their Defense.
Notes (after): Curse the largest enemy row and lower their Defense.
Dark Splinters
Dark SplintersNotes (Before): Strike a random enemy; small chance to inflict Bleed, but remove an ally's buffs.
Notes (after): Heavy strike a random enemy but remove an ally's buffs.
Effects (Before):
Remove all buffs, target=ally_random, chance=100%
Status, status=bleed, target=same_as_attack, chance=25%
Effects (after):
Remove all buffs, target=ally_random, chance=100%
Fortune Theft
Fortune TheftAction multiplier: 0.5 → 0.8
Cure
CureCooldown (init/next): 2/2 → 1/2
Action multiplier: 0.15 → 0.3
Embolden
EmboldenCooldown (init/next): 0/4 → 0/3
Notes (Before): Bless a random ally with Regeneration and boosted Focus for steady recovery.
Notes (after): Bless a random ally with Regeneration and boost Attack, Defense, and Focus.
Effects (Before):
Status, status=foc_up, target=same_as_attack, chance=100%
Status, status=regenerate, target=same_as_attack, chance=100%
Effects (after):
Status, status=atk_up, target=same_as_attack, chance=100%
Status, status=def_up, target=same_as_attack, chance=100%
Status, status=foc_up, target=same_as_attack, chance=100%
Status, status=regenerate, target=same_as_attack, chance=100%
Immunize
ImmunizeNotes (Before): Cleanse and heal all allies, massively boosting Resistance.
Notes (after): Cleanse and heal all allies, and also boost their Resistance.
Effects (Before):
Remove all debuffs, target=same_as_attack, chance=100%
Status, status=res_up, target=same_as_attack, chance=100% x3
Effects (after):
Remove all debuffs, target=same_as_attack, chance=100%
Status, status=res_up, target=same_as_attack, chance=100%
Maulpractice
MaulpracticeEffects (Before):
Heal, target=ally_random, value=0.04, chance=100%
Effects (after):
Heal, target=ally_random, value=0.1, chance=100%
Numb the Pain
Numb the PainAction multiplier: 0.4 → 0.5
Fangbreaking Oil
Fangbreaking OilCooldown (init/next): 0/1 → 0/0
Action multiplier: 0.85 → 0.7
Notes (Before): Strike a random enemy; chance to lower their Attack with fangbreaking oil.
Notes (after): Strike a random enemy with a chance to lower their Attack.
Effects (Before):
Status, status=atk_down, target=same_as_attack, chance=50%
Effects (after):
Status, status=atk_down, target=same_as_attack, chance=100%
Fortress Stance
Fortress StanceEffects (Before):
Status, status=atk_down, target=same_as_attack, chance=100% x3
Status, status=def_up, target=same_as_attack, chance=100%
Status, status=spd_down, target=same_as_attack, chance=100% x3
Status, status=taunt, target=same_as_attack, chance=100%
Effects (after):
Status, status=atk_down, target=same_as_attack, chance=100%
Status, status=def_up, target=same_as_attack, chance=100%
Status, status=spd_down, target=same_as_attack, chance=100%
Status, status=taunt, target=same_as_attack, chance=100%
Indomitable Force
Indomitable ForceNotes (Before): Strike a random enemy; you slow down, with a small chance to gain Regeneration.
Notes (after): Strike a random enemy with great force which slows you down.
Effects (Before):
Status, status=regenerate, target=self, chance=20%
Status, status=spd_down, target=self, chance=100%
Effects (after):
Status, status=spd_down, target=self, chance=100%
Tactical Advice
Tactical AdviceCooldown (init/next): 0/3 → 0/2
Notes (Before): Coach a random ally, boosting their Speed, Defense, and Focus.
Notes (after): Coach a random ally, boosting their Defense and Focus.
Effects (Before):
Status, status=def_up, target=same_as_attack, chance=100% x2
Status, status=foc_up, target=same_as_attack, chance=100% x2
Status, status=spd_up, target=same_as_attack, chance=100%
Effects (after):
Status, status=def_up, target=same_as_attack, chance=100%
Status, status=foc_up, target=same_as_attack, chance=100%
Leader Skills
Covert Operation
Covert OperationGranted statuses (Before):
atk_down x1
foc_up x1
spd_up x1
Granted statuses (after):
atk_down x1
foc_up x3
spd_up x1
Hidden Arsenal
Hidden ArsenalDescription (Before): Team attacks have a chance to inflict Bleed.
Description (after): The team's attacks have a chance to inflict Bleed.
Known Vulnerability
Known VulnerabilityDescription (Before): Increases the entire team's Critical Chance.
Description (after): Boost team Critical Rate and Critical Damage.
Granted statuses (Before):
crt_up x1
Granted statuses (after):
crd_up x1
crt_up x2
Obsessive Studies
Obsessive StudiesDescription (Before): Greatly boost team Focus, but lower Defense.
Description (after): Boost team Focus and Resistance.
Granted statuses (Before):
def_down x1
foc_up x2
Granted statuses (after):
foc_up x1
res_up x1
Smash!
Smash!Granted statuses (Before):
crd_up x1
Granted statuses (after):
crd_up x2
War Drums
War DrumsDescription (Before): Attacks have a chance to boost the attacker's Attack.
Description (after): Attacks may boost the attacker's Attack.
Brilliant Soul
Brilliant SoulDescription (Before): Grant Health Regeneration to the entire team.
Description (after): Grants team Regeneration, but attacks may grant Regeneration to the target.
Granted statuses (Before):
regenerate x1
Granted statuses (after):
nurturing_strike x2
regenerate x1
Tranquil Aura
Tranquil AuraDescription (Before): Boost Resist but lower Attack. Attacks weaken enemies.
Description (after): Your attacks may lower enemy Attack.
Granted statuses (Before):
atk_down x1
res_up x1
weakening_strike x1
Granted statuses (after):
weakening_strike x1
Words of Wisdom
Words of WisdomGranted statuses (Before):
crt_up x1
enlightening_strike x1
foc_up x1
Granted statuses (after):
crt_up x2
enlightening_strike x1
foc_up x2
Careful Aim
Careful AimGranted statuses (Before):
atk_up x1
crt_up x1
spd_down x1
Granted statuses (after):
atk_up x1
crt_up x3
spd_down x1
Sharp Wits
Sharp WitsGranted statuses (Before):
foc_up x1
Granted statuses (after):
foc_up x3
Anatomy Knowledge
Anatomy KnowledgeDescription (Before): Increases the entire team's Critical Chance.
Description (after): Boost team Critical Rate and Critical Damage.
Granted statuses (Before):
crt_up x1
Granted statuses (after):
crd_up x1
crt_up x1
Positive Energy Overcharge
Positive Energy OverchargeDescription (Before): Boost Attack and Crit Dmg. Attacks heal enemies.
Description (after): Boost team Attack, but attacks may grant Regeneration to the target.
Granted statuses (Before):
atk_up x1
crd_up x1
nurturing_strike x1
Granted statuses (after):
atk_up x1
nurturing_strike x1
Web of Wards
Web of WardsDescription (Before): Increases the entire team's Resistance stat.
Description (after): Massively increases the entire team's Resistance.
Granted statuses (Before):
res_up x1
Granted statuses (after):
res_up x3
Dig In
Dig InDescription (Before): Boost Defense and Crit Dmg, but lower Focus.
Description (after): Boost Defense and Resistance but lower Attack.
Granted statuses (Before):
crd_up x1
def_up x1
foc_down x1
Granted statuses (after):
atk_down x1
def_up x1
res_up x3
Siege Expertise
Siege ExpertiseDescription (Before): Attacks have a chance to reduce enemy Defense.
Description (after): Your attacks may reduce enemy Defense.
Well-laid Traps
Well-laid TrapsDescription (Before): Attacks have a chance to lower enemy Focus.
Description (after): Boost team Focus. Attacks apply -Focus to the target.
Granted statuses (Before):
confusing_strike x1
Granted statuses (after):
confusing_strike x1
foc_up x2
Monster Specials
Apex Predator
Apex PredatorCooldown (init/next): 1/0 → 1/1
Divine Sting
Divine StingNotes (Before): Pierce a random enemy with a massive hit; good chance to inflict Bleed.
Notes (after): Pierce a random enemy with a massive hit and inflict Bleed.
Effects (Before):
Status, status=bleed, target=same_as_attack, chance=75%
Effects (after):
Status, status=bleed, target=same_as_attack, chance=100%
Impurity Burner
Impurity BurnerCooldown (init/next): 0/0 → 0/2
Action multiplier: 0.8 → 1
Notes (Before): Strike all enemies and cleanse one debuff from each target caught in the flames.
Notes (after): Strike all enemies and remove one buff from each target caught in the flames.
Effects (Before):
Remove debuff, target=same_as_attack, chance=100%
Effects (after):
Remove buff, target=same_as_attack, chance=100%
Noxious Deluge
Noxious DelugeNotes (Before): Soak the largest enemy row; good chance to lower their Attack and Speed.
Notes (after): Soak the largest enemy row and lower their Attack and Speed.
Effects (Before):
Status, status=atk_down, target=same_as_attack, chance=75%
Status, status=spd_down, target=same_as_attack, chance=75%
Effects (after):
Status, status=atk_down, target=same_as_attack, chance=100%
Status, status=spd_down, target=same_as_attack, chance=100%
Pollenstorm
PollenstormCooldown (init/next): 1/1 → 1/2
Action multiplier: 0.5 → 0.8
Notes (Before): Pummel all enemies; chance to lower their Critical Rate with stinging pollen.
Notes (after): Release a pollen storm and lower the Speed of all enemies.
Effects (Before):
Status, status=crt_down, target=same_as_attack, chance=50%
Effects (after):
Status, status=spd_down, target=same_as_attack, chance=100%
Stay Frosty
Stay FrostyCooldown (init/next): 1/0 → 1/1
Action multiplier: 1 → 0.3
Notes (Before): Heal all allies and boost their Critical Rate to turn defense into offense.
Notes (after): Heal all allies and boost their Critical Rate and Critical Damage.
Effects (Before):
Status, status=crt_up, target=all_allies, chance=100%
Effects (after):
Status, status=crd_up, target=same_as_attack, chance=100%
Status, status=crt_up, target=same_as_attack, chance=100%
STOMP!
STOMP!Cooldown (init/next): 0/0 → 0/1
Action multiplier: 1.2 → 1.7
Notes (Before): Stomp a random enemy and boost your own Attack and Defense afterward.
Notes (after): Stomp a random enemy and boost your own Attack and Defense.
Walking Fortress
Walking FortressCooldown (init/next): 0/2 → 0/5
Notes (Before): Become a walking fortress: Taunt enemies and greatly boost your Defense.
Notes (after): Taunt enemies and greatly boost your Defense.
War is a picnic
War is a picnicNotes (Before): Strike a random enemy to inflict Bleed and empower your healing for a while.
Notes (after): Strike a random enemy to inflict Bleed and give a random ally Regeneration.
Effects (Before):
Status, status=bleed, target=same_as_attack, chance=100%
Effects (after):
Status, status=bleed, target=same_as_attack, chance=100%
Status, status=regenerate, target=ally_random, chance=100%
Wave of Flame
Wave of FlameCooldown (init/next): 2/0 → 2/2
Notes (Before): Scorch the largest enemy row; chance to lower their Defense and Resistance.
Notes (after): Scorch the largest enemy row and lower their Defense and Resistance.
Effects (Before):
Status, status=def_down, target=same_as_attack, chance=50%
Status, status=res_down, target=same_as_attack, chance=50%
Effects (after):
Status, status=def_down, target=same_as_attack, chance=100%
Status, status=res_down, target=same_as_attack, chance=100%
Monster Leader Skills
No changes.
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