Stat changes
Talent changes
Storm Power
Flame Power
Elixir of Life and Life Surge
New talent: Elixir of Purification
Stone Power
Earth Power
Critical Might
WHY?
The Spirit Master is one of those units possessing unique mechanics of interacting with Mana Power-up, which makes him stand out against the rest. That said, the unit’s talents do not allow players to confidently play at lower levels for a long time. We’ve decided to update the talents and buff the Spirit Master a little in order to increase his popularity – and make the process of playing him more engaging.
Genie
WHY?
At low levels, the Genie is the best unit overall that has great popularity and high winning rate. This is achieved due to high base damage that allows beating the first few waves easily. Since the number of waves in the early Leagues is low, the Genie has too stark of an advantage. With these changes, we’re keeping the Genie’s damage at high levels while improving the balance and the game’s variability at lower levels.
Riding Hood
Alpha
Scarecrows
WHY?
If the Genie has taken the spot of the strongest unit at lower levels, then the Riding Hood edges ahead at higher levels and in the Leagues. The Hood’s strong suit is her mechanic of absorbing units of any rank, which makes building the field that much easier and allows taking on an additional damage-increasing support unit, such as a Chemist or a Trapper. We’ve changed this unit’s talents with the same intention of increasing the number of different decks encountered at higher levels of gameplay.
Bruiser
WHY?
Unlike many other units specialized in dealing damage, the Bruiser has very inconsistent damage due to the random factors of the Enrage mechanic. At times players might run into a situation when none of the Bruisers on the field would Enrage with few monsters on the path, which might sour the impression left by this unit. We want to fix this and make the Bruiser’s damage more consistent during battles – so we hope that will improve his stats, and thus his popularity with players.
Clock of Power
The base mechanic has changed:
The Clock of Power now decreases (in PvP) or increases (in Co-Op) the attack speed of units owned by another player, depending on the combined rank of every Clock of Power you control. Before this, the attack speed-altering effects of the Clocks of Power were multiplied.
WHY?
For one thing, this unit gives a markedly distinct variant of gameplay. Yet, it has exceedingly low popularity at levels 7-9, as well as creating a negative effect that your opponent has no way of countering. The previously used mechanic increased effectiveness with the additional Clocks on your field, not with their ranks, which – in our opinion – runs counter to the basic concept of gameplay. Besides, the latest improvement to the Inquisitor has strongly impacted the Clock’s popularity because of strong synergy with the Knight of Darkness talent. Because of all this we’ve decided to change the mechanics, so that the merge ranks are more important when playing with the Clocks.
Sharpshooter
Stunning Shot
WHY?
This talent has gone unchanged for a long time. Still, since the Sharpshooter has been gaining in popularity, and the endless stunning of almost every unit on the field was greatly inconveniencing players, we’re reducing the power of this talent.
Portal Mage
The percentage damage from the Hard Landing talent is considered area damage, and is no longer transferred repeatedly by the Unstable Connection ability (the hero Mari).
Sharpshooter
Shrapnel
Fixed an error in the talent's damage calculation.
Regular Events
Royal Trials
Mirror Match