This update brings a couple of new features, some Champion balance changes, and bug fixes. Here’s everything:
We’ve added a Turn Counter for every Battle, so you can track how many turns you’ve taken, and how many you have left - with the current limit set to 1,500 turns. The Turn Counter tracks both your team’s and the enemy team’s turns.
In most Battles, the Turn Counter, along with a notification, will be shown after you reach 1,000 Turns. However, in Doom Tower Battles, you’ll see the Turn Counter from the start. In Demon Lord and Hydra Battles, not much has changed - you’ll see the Bosses’ Turn Counters from the start, then your team’s Turn Counter as a separate line after 1,000 turns.
In every Battle - except for Demon Lord Battles, Hydra Battles, and when using Multi-Battle mode - the game will be paused after reaching 1,450 turns. You’ll be able to choose whether to continue the Battle, or to end it early. You’ll automatically lose any battles that end due to reaching the 1,500-turn limit.
We’ve expanded the Tiers and increased the player limit along with the number of Promotion/Demotion places. It will now be easier to rise through the Tiers and reach the higher echelons of Tag Arena play.
BRONZE
SILVER
GOLD
Necrohunter
[Skill 2 - Gravestorm]
- Skill changed. New version: Attacks 1 enemy. Attacks all enemies 1 time if this attack is critical.
Old version: Attacks 1 enemy. Has a 50% chance of attacking all enemies with an extra hit.
[Skill 3 - Tomb Stalker]
- Cooldown decreased from 4 to 3 turns.
- Aura Skill added: increases Ally C. RATE in all Battles by 19%.
Kallia
[Skill 1 - Superheated Hammer]
- Damage multiplier increased.
[Skill 2 - Curse of Nullity]
- Effect changed: The chance of placing a 100% [Heal Reduction] debuff has been increased from 50% to 75%.
- Damage multiplier increased.
[Skill 3 - Flame Tempest]
- Effect changed: The chance of placing a [HP Burn] debuff has been increased from 60% to 100%.
- Damage multiplier increased.
Frostbringer
[Skill 1 - Cones of Cold]
- Effect changed: The chance of placing a 100% [Heal Reduction] debuff has been increased from 15% to 30%.
[Skill 2 - Snow Flurry]
- Skill changed. New version : Attacks 3 times at random. Each hit has a 75% chance of placing a 60% [Decrease DEF] debuff for 2 turns.
Old version: Attacks 3 times at random. Places a 60% [Decrease DEF] debuff for 2 turns if the target has a [Heal Reduction] debuff.
Woad-Painted
- Base stats changed: Base SPD increased to 97 (was 92).
[Skill 1 - Crossup]
- Damage multiplier changed: The damage is now based only on HP (was on ATK and HP).
[Skill 2 - Undying Fury]
- Skill changed. New version: Removes all debuffs from this Champion and 1 random debuff from all allies, then heals this Champion by 100% of their MAX HP and heals all allies equal to 50% of the surplus heal. Afterwards, places a 30% [Reflect Damage] buff on all allies for 2 turns, then grants this Champion an Extra Turn.
Old version: Removes all debuffs from this Champion, then fully heals this Champion. Places a 30% [Reflect Damage] buff on this Champion for 2 turns.
[Skill 3 - Overpower]
- Damage multiplier changed: Now damage is just based on this Champion's HP (was both ATK and HP).
- Cooldown decreased from 4 to 3 turns.
Thanks for the updates. Here are a few things that we need that should be top priority:
1. Sort champions by name so we can see all of the same champion together. There's no way to know if you have duplicates except in Guardian Ring. But even there if you have a +4 champion it does not show up.
2. Find champion by name. It takes way too long to scroll through the list to find and pick out the champion you need.
3. Show tags everywhere! For example, Faction Guardian tags don't appear when looking at champions in the "Champions" view, but they do appear in the "Tavern" view.
4. Reverse sort order in the "Champion" view just like in the "Tavern" view. Better yet, write the code once for one great interface for selecting champions, and use it in all of the places where one needs to select champions.
5. We need more space for champions. You keep increasing the number of new champions, and keep giving us content requiring more specialized unique builds, but don't give us the space to keep more dupes with unique builds. We should have at least enough space for 1 of each legendary, 1 of each epic, faction guardians, and working space for food, summoning, and extra dupes for teams beyond faction guardians. Legendaries + epics + faction guardians comes to 800. We only have 800 slots today. So there is no working space, and no room for extra dupes for special teams. The total champion space should probably be a formula like # of unique legendaries + # of unique epics + faction guardian dupes + 200. That formula says we need space for 1,000 champions.
Thank you.
Overall some really great changes. Some of the changes were a bit hidden when they were the ones that I am most excited about. Turn counter, total stats, and the red dot indicator are the biggest for my personal quality of life followed by the forge improvements and the super raids fix. Your tag team fix when you had so long is just beyond disappointing.