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38 changesSpell variants arrive, and the Matriarch is the new boss of the week
Every spell and every passive now has a variant, to combine in the Grimoire; the automatic opponents have been rebuilt and the original kits adjusted. In PvE, the Matriarch takes over from the Factory Robots with her arena, the Nest.
A variant for every spell, an alternative passive for every class
Each of a class’s 8 spells exists in two forms, the original and its variant, and so does the passive. That makes 48 spell variants and 6 alternative passives. You keep a single form per slot, so always 8 spells in hand: all originals, all variants, or any mix you like. Every variant has its card (cost, range, effect) in the guide: the rules.
A kit locked at the start of the fight, visible to your opponent, and everything is unlocked
Once the fight has started, your kit no longer changes, and your opponent and the spectators can see it: choose with what they can guess in mind. All variants are open to everyone from release, with nothing to buy, and in every mode: free duel, ranked, staked match, 2 vs 2, training and weekly boss.
Warrior: glyphs and protections
His variants trade big hits for staying power. Two glyphs are drawn on the ground for 2 turns: the Burning glyph burns (32 to 44 damage) any enemy that starts its turn on it, the Steadfast glyph takes 35% off the damage dealt to you and your allies who pass through it. As for protections: Bulwark (100 armour points and 30% resistance), Barrier (a 3-tile wall that blocks line of sight), Holy respite (no damage in the area until your next turn, if you have not attacked anything yet) and the Cuirass passive (16% less damage at all times). Steel storm hurts everything within 3 tiles around you (22 to 28 damage) and pulls it 2 tiles towards you, and Holy respite replaces War banner. The Warrior and his variants.
Brute: a pack of summoned beasts
Three calls replace Charge, Quake and Roar: the boar (110 HP), the stone golem (160 HP) and the raven (95 HP). You play them on their own turn: only one beast called per turn, two at most at a time, and each one stays for 4 turns. Wild whip (22 to 30 damage) is multiplied by 1 plus the number of beasts next to the target. The Pack leader passive gives beasts 25% more HP and up to +30% damage per beast alive; in exchange, a Brute who equips it has 10% less HP. The Brute and her beasts.
Arcanist: chants, heals that hurt and Great canticle
All eight of her variants are chants. Soothing chant heals allies in the area (9 to 13 HP) and hurts the enemies standing in it (14 to 20 damage), as many times as your action points (AP) allow. Venom chant poisons for 3 turns (18 to 24 per turn) and gives you back half of the damage dealt; Chant of zeal gives your allies 2 more AP. Great canticle (6 AP) instantly gives an ally back half of the damage they take, until the start of your next turn. The Arcanist and her chants.
Shade: chance is decided on the cast
His variants are gambles whose outcome is drawn at the moment of casting, with nobody knowing it in advance. Fickle blade deals 80 to 100 damage one time in two, 8 to 16 otherwise; Double or nothing, 65 to 80 damage or nothing; Luck of the draw draws one outcome out of eight. A Miss is not wasted: it gives you +10 points of critical hit chance for the turn (30 at most). The Lucky hand passive raises your chance spells to a 60% success rate and your critical hits to 20%. The Shade and his gambles.
Clockmaker: rifts
The Rift spell (2 AP) opens a rift on a free tile, three at most at a time. To go through, you have to stop on it, then pay 1 movement point (MP) and come out through the free rift of your choice: walking over it is not enough. Spells, your opponent’s included, travel from one rift to another: Rift bolt (2 AP, 26 to 34 damage) can only be fired through two rifts. Call of the void, in place of Reversal, pulls the enemy towards your nearest rift. Crossing passive: +30% damage and 2 tiles of range for a spell that goes through a rift. Collapse closes all your rifts at once: 10 to 14 damage per rift closed, multiplied by how far apart they are, up to ×3 when they are 25 tiles from one another. Breaker deals 15 to 20 damage. A spell only enters a rift that is within its range, minimum range included: a spell that starts at 2 tiles cannot be cast from the rift you are standing on. Crossing on foot costs 1 MP per 10 tiles between the two rifts and weakens you: −2% resistance per tile, −30% at most, until the start of your next turn. The Clockmaker and his rifts.
Artificer: turrets that level up
The Assault turret (3 AP) and the Healing turret play by themselves on their own turn, one of each kind at a time. Upgrade (2 AP) takes them from level 1 to level 3: the assault one fires for 18 to 26 damage, then up to 76 to 104, the healing one restores 15 to 20 HP, then up to 42 to 56. A turret that has just been placed or moved does not level up before your following turn. Command volley makes your assault turret fire at the enemy you designate. Engineer passive: +30% HP for turrets, +40% damage for their shots. The Artificer and his turrets.
Build your kit in the Grimoire
The Grimoire is a button in the menu (“Choose your spells”). For each class, it lists every original spell on the left and its variant on the right, with the details of the selected spell beside them; that is where you swap a spell for its variant, or the passive for its alternative. The tutorial has you open the Grimoire a first time. Open the game.
What changes in the original kits
The Warrior goes from 820 to 940 HP and from Cuirass to Momentum, which adds 10% damage per offensive spell already cast this turn, up to 30%; Bulwark and Anchor become variants, Celestial blade (24 to 32 damage in a cross) and Wearing cut (28 to 36, the HP lost also cuts max HP until the end of the fight) arrive, and Lunge no longer gives armour. The Shade goes from 7 to 6 MP and his Dodge from 12 to 8%, against direct damage only. The Artificer: the explosion of his charges goes from 34–50 to 25–36 damage, the firing line to 35% of each charge’s damage (50% before), between two charges no more than 10 tiles apart, and a given target only burns in it once per turn; Ignition can be cast once per turn (2 before), and neither the explosions nor the firing line land critical hits any more. Brute, Arcanist and Clockmaker keep the same costs, ranges and damage. The rules.
A spell bar arranged your way
In the Grimoire, you choose the order of each class’s 8 spells, class by class. The change applies right away, even in the middle of a fight, and keys 1 to 8 follow your order. Your favourite spells stay close at hand, whichever variant you choose. Open the game.
Two-level class tags
A class first shows its range (Melee, Mid-range or Ranged), then the roles of your kit, taken from a list of ten: Assault, Guardian, Control, Heal, Summon, Area, Attrition, Traps, Chance and Mobility. The roles are recalculated when you swap a spell for its variant. The original Warrior is Melee · Assault, the all-variants one Melee · Guardian. The classes in the guide.
They play their whole turn, at every rank
Before, a low-rank opponent could stop mid-turn with action points (AP) left in the bank. Now, from Novice to Legend, it spends its AP and its movement points (MP) on whatever it can cast. A low-rank bot plays badly, but it plays a real turn: do not count on its forgotten AP any more. Open the game.
Eight ranks, each one smarter
Novice, Bronze, Silver, Gold, Platinum, Diamond, Master and Legend. At Novice and Bronze, the opponent is “dumb”: it rushes at a target and casts whatever goes off, without setting up a combo or making use of its buffs. Each rank above adds some know-how: positioning, buffs, combos, reading the opponent’s game. The combos that work are on the class pages: the rules.
Bots that play variants
Each class has five kits for bots: the original kit, the all-variants kit and three coherent mixes. A bot that replaces a player in 2 vs 2 plays that player’s kit. It is a chance to come up against every variant before choosing it: the guide.
The edge of the map and the void stop a push like a wall
A push stopped by the edge of the map or by the void once again deals the normal impact, 12 damage per tile the entity still had to travel (or the spell’s own impact). Nothing is hit, so there is no backlash. A trap crossed on the way still stops the push with no impact. Back your opponent up against the edge before pushing them: the rules.
The Matriarch and the Nest
The game’s fourth boss fights up close. She has 10,000 health whether you are one, two or three, and a shell that reduces all damage; the fight stops after 50 turns, and it is the damage dealt that counts. Every spell and a strategy for each class are on her guide page: the Matriarch.
Claw, Leap and Acid Spit
Her Claw deals 100 to 125 damage, twice a turn but never on the same target: do not stand two against her. Her Leap lands her up to 5 tiles away; the tiles around take 35 to 50 damage and are pushed back 2 tiles. Her Acid Spit leaves a puddle for 3 of her turns: stepping in poisons you, 22 to 28 damage at the start of your next 3 turns. Walk around it.
Eggs and the nest
Her Brood lays 2 eggs near her, and they hatch at the start of her second turn after that. An egg only has 60 to 80 health depending on the size of the group: break them right away. The tiles next to an egg form the nest, which mires you: ending your turn there costs 2 MP on the next one.
Spawnlings and Devour
Every hatched egg gives a spawnling, whose Bite deals 26 to 34 damage and plants a parasite; on the third parasite, your hero cannot move on their next turn. And the Matriarch can devour a spawnling next to her to recover 300 health: kill them before they reach her.
Two thresholds: Frenzy, then Starving Queen
Below 66% of her health, she lays 3 eggs instead of 2 and leaps every turn. Below 33%, eggs hatch on her very next turn, she gains 2 MP and Devour gives her back 450 health. At each threshold she roars and pushes every hero back 2 tiles: keep enough to get back to the eggs.
The acid geysers, your best weapon
Every so often, geysers in the Nest start to bubble, then erupt on her next turn. They deal 140 to 170 damage to everything standing on a neighbouring tile, heroes, eggs and spawnlings included, and half as much again to the Matriarch. Step away when they bubble, and push or lure her onto them.
Solo, as a duo or as a trio
The Matriarch is played in both modes. The free fight is there to learn her; the boss of the week asks for a 0.50 USDC entry per player, and your damage there counts for the weekly ranking. In the menu: the PvE selector, then your format. Open the game.
Legendary Crystal: its contents change
Coin prizes come up less often, in 19% of openings instead of 22.95%, but they are much bigger: 1,000 to 3,000 coins instead of 50 to 300. The 1 USDC and 2 USDC prizes come up more often: 17.5% and 5.45% of openings, up from 14% and 5%. A common item you already own gives 1,000 coins instead of 400. Nothing else changes; all the odds are shown in the crystals window, and on the Loot page.
Bosses target your summons too
All four bosses and their minions now attack the Flame elemental, Explosive charges, Automaton and the other entities you place, when it is worth it. A summon that a single blow can bring down comes before a hero at full health; so does a charge armed next to them. They never hit the same entity twice in a row as long as a hero is within reach, and do not waste a big spell on a pointless target. Your summons are no longer safe: place them accordingly. Their minions no longer all decide alike: each has its own temperament and prey, and they spread out instead of piling up. The bosses in the guide.
A defeat no longer gives XP or coins
Only victory does; a draw still gives a little. A defeat still counts in your record, your league rating and your history, and your daily quests keep advancing with every fight. Against a boss, the loot still depends on the damage you deal, win or lose. To level up the Battle Pass quickly, play to win: the loot.
A welcome that offers the tutorial
On your very first visit, a window offers two choices, “Learn to play” (a guided 3-minute fight) or “Play right away”. The cross, the Esc key and a click outside count as “Play right away”. If you chose to play and lose your first fight, a prompt offers the tutorial again just once; “No thanks” is final. The tutorial stays available from the “?” button in the menu. Players who have already visited do not see this new welcome. Open the game.
Daily quests in the end-of-fight card
The end card sums up your three daily quests among the XP lines: a summary line (for example “2/3”), then one line for each quest this fight moved forward or completed, with the progress (“800 → 1,503 / 3,000”) and the Battle Pass XP. Clicking the summary opens the quests window. Nothing to claim: rewards arrive on their own. Daily quests.
The Kill Race window
The limited-time race has its own window. It shows the time left, your rank, your points and the gap to the player just ahead, then the leaderboard. “How it works” comes down to three steps: play a staked fight in 1 vs 1 or 2 vs 2, score one point per USDC staked on each victory, then the split at the end of the race. The full rules are in a collapsible section, and the results come first once the race is over. Open the game.
Emblems drawn for the menu
Skins, Battle Pass, Crystals, Leaderboard and Spectate each have an emblem drawn in the logo’s style, in place of the line pictograms; Quests, Guide, What’s new and History too, in the top bar. The Crystals button shows the number of crystals to open, and Spectate the number of fights in progress. “Play” remains the only yellow button. Open the game.
The boss of the week’s stake on the PvE tab
The amount at stake in the boss of the week is shown in USDC on the menu’s PvE tab, in a dark badge with white text and the USDC logo. It updates by itself; the badge disappears when nothing is at stake or the week is over. Open the game.
A better-translated chat
Chat translation now recognises the game’s official names — classes, spells, bosses, states — and renders them by their name in your language, even when typed with a typo. AP, MP and HP are converted, player slang (“gg”, “wp”, “well played”) is respected, and nicknames, mentions, emojis and keyboard emoticons (^^, :/, xD) are left as they are. The chat’s “Translation” button still lets you read messages as they were written. Open the game.
The event badge comes alive
When an event is under way, its badge in the menu catches the eye: rays turn slowly behind the medallion, two waves widen around it, three sparks fly off. The effect is full as long as you have never opened the event window and on the last day, more discreet afterwards, and absent once the reward is obtained. It stops if your system asks for fewer animations. Open the game.
Insufficient balance: the window says what you were buying
When you are short of USDC for a stake, a boss entry, crystals or the premium Battle Pass, the top-up window talks about that purchase (rather than always about a fight) and takes you back to it. After topping up, “I topped up — check” restarts the purchase if the balance is enough; a stake is never restarted on its own. Open the game.
Clockmaker’s Recall in 2v2
Recall now only brings back your own Automatons, as its text says. Before, in a team, it could swap your place with a teammate, wherever they were on the map and without seeing them. If you play the Clockmaker as a duo, count on your Automatons to swap, not on your partner: the Clockmaker.
Leaderboard: one row per character
On the overall leaderboard, each player now appears with every one of their ranked characters, up to six, each with its own rating, league and record. Before, only their best character was listed. Open the game.
“Watch” counts right
The number of players in a fight shown in the menu no longer counts a player still on the end screen. It drops the moment the fight ends. Open the game.
A downed hero no longer heals
A hero put out of action by a reflected blow, a trap or a shock no longer recovers HP after falling, for example with the Shade’s Lifesteal. Nothing heals a downed hero any more. The healing details are in the rules.