Balance Update is live
This update focuses on fine-tuning the meta through small, targeted changes based on your feedback, battle stats, and our overall balance vision.
Units
Drumkeeper (nerf)
• AoE / explosive damage resistance: 70% → 60%
• Mana cost: 190 → 195
After recent patches, Drumkeeper affects allies less, but was still surviving AoE damage too easily. We’re slightly reducing its resistance to bring back more counterplay.
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Gunship (buff)
• Mana cost: 200 → 190
Gunship is still rarely used in competitive decks. Despite its high fire rate, it felt too expensive for its impact. A small mana reduction should make it a more comfortable pick.
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Harlequin (buff)
• Mana cost: 125 → 120
• Attack slow: 30% → 35%
At 125 mana, Harlequin wasn’t competitive enough as a melee unit. Lower cost and stronger slow should help it find its place more often.
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Witch (buff)
• Reload speed +5%
Witch is a serious damage dealer. With Sniper getting nerfed and Witch receiving a small buff, she should feel more attractive in deck building.
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Thundercaster (nerf)
• Reload speed −5%
• Mana cost: 130 → 135
Thundercaster was providing too much value for its cost, especially in the midgame. These changes slightly slow it down and reduce its overall efficiency.
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Sniper (nerf)
• HP −5%
Sniper became an ultimate Tier-2 ranged unit. This nerf brings it closer in power to other units in the same tier, making positioning and frontline protection more important.
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Double Toads (nerf)
• HP −5%
Double Toads performed very well in ranked and was often mentioned as frustrating to play against. Lower HP should allow other Tier-1 ranged units to compete better.
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Swordsman (buff)
• Armor +10%
As a universal Tier-1 unit, Swordsman wasn’t fully delivering on its role. Increased armor should help it perform more reliably.
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Shotgunner (rebalance)
• HP +5%
• Stun (every 3rd shot): 1.5s → 1.2s
Players often complained about Shotgunner’s stun. We reduced its duration but compensated with more HP so the unit doesn’t drop out of favor entirely.
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Archer (rebalance)
• Reload time +20%
• Damage +14%
Like Sniper, Archer became an ultimate ranged unit. It now shoots less often but hits harder, shifting its damage profile toward more impactful shots instead of constant pressure.
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Knight (buff)
• Armor +5%
We want Knight to feel a bit tankier than it currently does. This buff helps it perform better in prolonged fights.
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Perks
Jack-In-The-Box (buff)
• Explosion damage +50% (all rarities)
This perk was used less than expected. Light units with it didn’t deal enough damage, making the perk unpopular. The stronger explosion should make it a more noticeable and dangerous tool, especially against clustered low-HP enemies.
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As always, we’ll closely monitor the data and your feedback after the update :eyes:
If something feels off, we’ll continue adjusting.