Here’s a walkthrough of the Monster balancing work COM2US will be carrying out soon.
Apparently, they have been paying close attention to our/user opinions (Hey now, where is our Daphnis, Sekhmet, and Grogen buff?)
Please note that the actual balancing patch may differ from the details below.
The balancing patch will be included in the next update with the below modifications. Please see below for the changes and our remarks. Please also leave any comments, thoughts, or ideas we may have missed out.
Monster |
Attribute |
Skill |
Modification |
Analysis /Impact/ Remarks |
Unicorn (Human Form) | Fire | Swaying Flame | Added effect: Absorbs the Enemy’s Attack Bar by 10% | This helps with her AOE defense break (which will be a bit like Luer’s thrid skill), but not ground breaking by any means. 10% seems a little low as this will be 40% if it lands on all four units |
Panda Warrior | Fire | Panda Supremacy | Harmful Effect activate rate: 50%->70% | Don’t see why this wasn’t 70% or more to begin with, but probably won’t see Fire Panda meta just because of this extra 20% activation rate. |
Oracle | Fire | Loss of Cause and Effect (Passive) | Removes all harmful effects if you start the turn with harmful effects. Recovers HP of your allies by 10% of your Max Hp for each removed harmful effect. (Automatic effect) | Unsure of the wording of whether if Juno removes all buffs from all allies or just herself, but let’s assume its for everyone, let’s also assume that she no longer heals herself, and also assume that she will cleanse with only one debuff. This can possibly be a great counter for CC teams for RTA and makes her viable for GW and SW, so long as you bring support to support the support.
Update: Confirmed that this skill is exactly the same as before but will activate upon one debuff instead of two. |
Paladin | Water/Dark | Fury of Punishment | Added Effect: Counterattacts when you’re attacked for 2 turns (The Damage will be dealt by 75% when counteracting) | This is a good buff for these two units, especially for Dark Paladin.Counterattack is always fun to use with provoke. |
Paladin | Light | Cry of Provocation | Added Effect: Instantly recovers your turn when the skill is used | This is a great buff for a monster that is already very viable in GW and SW. This mechanic should work similar to Chandra’s Defend where now the Paladin can provide more support and actually cast Invincibility on herself (if needed) meanwhile reducing the cooldown of Cry of Provocation as well. Having Light Paladin on Violent runes will now be even more effective. |
Monkey King | Water/Light | All or Nothing | Added Effect: Absorbs the Attack Bar by 30% if the enemy target is under harmful effects. | The Water Monkey King has been buffed countless times already but this does feel like a perfect buff for this particular skill. Considering there is some needed set-up with this in order to apply the attack bar absorption, but this skill will act similar to Ethna’s second skill and may give the monkey king’s an immediate extra turn after using this skill. Also the reduction of 30% attack bar will act as a reverse ATB which may ensure that the entire turn order on the board will be rearranged. This may also depend on acc/resist factors and will make Despair SPD HP HP Shi Hou a very viable build as a full support monster. |
Monkey King | Water | Alter Ego Attack | Beneficial Effect removal rate: 50%->100% | A much needed buff for this skill as this removes the RNG factor and will make Shi Hou more reliable in clutch situations. Time to make two different Shi Hou’s. |
Phoenix | Light | Purifying Blaze | Removes the beneficial effects of all enemies with holy fire, weakens the Defense if you successfully remove the beneficial effects for 1 turn, and inflcits damage. | Though the Phoenix’s have low base speed, this change will allow for her to have a 100% (with 15% resistance) strip,set-up with defense break, and attack. This is a really interesting modification to her skill and will really allow lucky owers of this unit to play around with her in PVP granted that there is an attack buffer support such as Bastet or Megan. Though the beneficial block is removed, looks like this unit will be completely used in a different way. |
Phoenix | Dark | Fiery Path (Passive) | Leaves a branding effect for 3 turns with a 50% chance when you attack an enemy. When you defeat an enemy during your turn, the enemy can’t be revived during the battle , and the cooldown time of (Dark Nova) will be decreased by 1 turn (Automatic Effect) | The skill has now been changed to a passive that applies branding and anti revive and will completely revamp this unit as this passive will work with any skill similar to Avaris. |
Nine-Tailed Fox | Fire/Dark | Enchant | Recovers your turn when the enemy falls asleep -> Recovers a turn instantly with no condition | Recovers a turn even if sleep is not applied. Good change and will make Dark NTF even more viable in GW/SW. |
Nine-Tailed Fox | Fire | Phantom Light | Recovers HP by 50% -> 100% of the damage dealt | An interesting change that could make Shihwa more viable for PVP with more self sustain. |
Nine-Tailed Fox | Water | Cleanse | Added Effect: Removes 1 harmful effect of all allies | Not ground breaking but helpful. This can be used to cleanse when there are no buffs to remove but without a ATB, this still isn’t a set up skill. |
Nine-Tailed Fox | Wind | Sweet Talk | Added Effect: Increases the damage dealt to enemies under harmful effects by 50% | This skill already hit hard as it was, and so this is an added bonus. |
Nine-Tailed Fox | Light | Reincarnate | Decrease the cooldown by 1 turn (8 turns->7 turns) | Not sure this will make a great impact but might see her more in special league. |
Assassin | Fire/Water/Light | Death Verdict | Added effect: Silences the target for 2 turns with a 75% chance | This will make these assassins a pvp option. |
Assassin | Wind/Dark | Capture Oppurtunity | Decrease the cooldown time by 1 turn (6 turns -> 5 turns) | With Skill-ups, this cool down may be brought down signficantly as when this skill is used, she also gets another turn. |
Brownie Magician | Fire | Whistle | Added Effect: Grants 1 effect out of increase Atk, Increase Def, or Increase Atk SPD on all allies for 1 turn | Interesting buff, though I don’t see this as ground breaking but useful if you are running out of Siege War options. Consistent with orions RNG, Draco now uses RNG to benefit your own team. |
Pierret | Fire | Wheel of fire | The chance of increasing the harmful effect by 1 turn: 15%-20% | This wil definetly make this skill more interesting for particular compositions. Something to play around with in TOA for bomber teams or CC teams. |
Sylph | Water/Light/Wind | Cyclone | Decrease the cooldown time by 1 turn (5 turns -> 4 turns) | This may reduce the cooldown down to 3 turns |
Sylph | Wind | Cyclone (Awakened) | Decrase the cooldown time by 1 turn (5 turns -> 4 turns) Damage is equivalent to Attack Power and Attack Speed |
This will needed to be tested, but these buffs may make Shimitae more viable in PVP. |
Sylph | Water | Hailstorm | Decrase the cooldown time by 1 turn (6 turns -> 5 turns) | Poorman’s Verad -> is still Poorman’s Verad. |
Sylph | Light | Double Cyclone | Added Effect: Absorbs the Attack Bar by 20% with a 20% chance. | More utility is welcomed, but really not enough for an LD Nat Four and not viable for GW/SW. |
Elven Ranger | Dark | Supportive Fire (Passive) | Attacks 3 times and increased damage by 30% | Better option for Necro10 and Dark Rift and possibly for PVP as a budget Artamiel |
Elven Ranger | Fire/Wind/Dark | Arrow Storm | Continuous Damage activation rate for 1 turn for 70% | Better for Necro10 |
Elven Ranger | Water/Light | Ankle Shot | Stun Rate from 30%-50% | Aint No one got time for Water Elven Ranger |
Elven Ranger | Water | Entrap | Decrease the Attack Bar of all enemies by 30% to 50% | Aint No one got time for Water Elven Ranger |
Elven Ranger | Light | Steady Shot | Increase the amount of damage by 15% | If it were 100%, probably wouldn’t even matter. |