[New Season Starts]
Season 28 will start after the maintenance on 12/20/2024. Please check the detailed info below:
1. After the start of Season 28, Onmyoji Talent will be based on the final Talent of Season 27 and will be inherited according to certain rules.
2. After the start of Season 28, Onmyoji can receive avatar frames, titles, sealing effects, Wish Cards, and Prayer Ema rewards based on their highest tier of last season. Both the avatar frame and title rewards for the previous tiers will be unlocked as well. The Supreme Onmyoji avatar frame and title can only be obtained if the player is Supreme Onmyoji at the time of tier settlement.
3. After the start of Season 28, Onmyoji who have participated in at least 150 5v5 battles or 200 Fun Mode matches in total during Seasons 27 and 28 (with a maximum of 60 5v5 battles/80 Fun Mode matches from Season 27) and have an average punishment rate (number of punishments/total games) of less than 0.025 per game, can go to the [Art of War Contract] page to claim Inugami's exclusive Season 28 Art of War skin [Art of War: Thunder Guard]. For those who did not receive Inugami's Season 27 exclusive Art of War skin [Art of War: Loyal Guard] during Season 27 due to failure to meet the etiquette requirements, they can still claim it on the [Art of War Contract] page after fulfilling the relevant etiquette requirements.
4. During Season 28, Onmyoji who meet the requirements for receiving the skin will be able to directly claim Aobozu's Season 28 exclusive Ranked Match skin [Virtue of War: Lone Fishing].
5. After the start of Season 28, the match data of Season 28 will be added to the Season Memento.
[S28 Battle Pass]
S28 Battle Pass is live! This cycle will end on 3/27/2025. This cycle introduces new Battle Pass exclusive skins, Season Skin: Superior, Return Effects, Broadcast Themes, Equipment Effects, and more rewards. Additionally, the Battle Pass Shop now offers a direct exchange feature for previous seasons' Battle Pass skins! Onmyoji can redeem exquisite skins from before Season 19, and the redemption pool will continue to be updated.
For 380 Jades, you can unlock all the content of the Battle Pass and instantly claim the Bounty Rewards for your current level. This season's rewards include the Return Cursed Seal, Seal Effect, Item Special Effect, broadcast theme, Aobozu's Season 28 Rank Skin: Superior [Snowy River], and Shiro's new skin [Spiritual Journey] among other rare items. By spending 660 Jades, not only can you unlock the Battle Pass, but also obtain the limited avatar frame [S28 Battle Pass - Precious], immediately jump 20 levels, claim Shiro's new skin, and enjoy the early access privilege for the Season 28 Rank Skin: Superior!
[Returning Skins]
1. Lush Fantasy - Returning Skin
Event Period: 12/20 after maintenance to 1/16
Ebisu's Christmas Carol series skin, [Ode to Starry Bells], will be available in the Skin Shop again from 12/20/2024 after maintenance to 1/16/2025. Don't miss out!
[Latest Event]
1. Festival Welfare Hut - Pre-draw Event
Event Period: 12/20/2024 after maintenance to 1/5/2025
Draw phase: Draw for Hakuro's beta skin for free, guaranteed Auspicious Daruma within five draws!
Reward phase: Starting from December 30, you can claim one rare reward and two normal rewards.
Note: The draw phase ends on 12/29. Don't miss it!
2. Seven-Year Journey
Event Period: 12/20/2024 after maintenance to 1/23/2025
7th Anniversary highlights revealed. Come and check it out!
You can also easily get rewards like Prayer Ema and Decoy Fire!
3. Treasure Chest
Event Period: 12/20/2024 after maintenance to 1/2/2025
Complete quests to collect Feathers during the event. Feathers can be used to exchange for skins (highest quality: Epic).
[Shikigami Adjustments]
1. Shikigami with Exclusive Onmyodo
Ebisu
We noticed that Ebisu's Ability 2 is hindered by its high hit gain, resulting in a low hit rate. To improve its usability in the exclusive Onmyodo, we plan to enhance its hit rate at the cost of some control gains. Additionally, the restriction where Ability 2 gets blocked by walls during the pullback feels outdated, so we'll be removing it in this update. We've also generally reduced the cooldown time of Ability 2 [Casting the Hook], to lower its trial cost.
Ability 2 [Casting the Hook]:
When pulling the hit enemy shikigami towards himself by retracting the fishing line, it will no longer be blocked by walls.
Cooldown adjusted from 18/17/16/15/14s to 16/15/14/13/12s.
The following changes apply when using exclusive Onmyodo:
Second Evolution Ability 2 [Casting the Hook]:
Ebisu throws a fishing hook in the designated direction, dragging the first enemy hit towards him.
Base damage increased from 120/180/240/300/360 to 130/195/260/325/390.
Overall control time reduced.
Second Evolution Ability 3 [Fickle Fortune]:
Base damage increased from 100/165/230/295/360 to 115/185/255/325/395.
Kaoru
In the Second Evolution, we're enhancing Kaoru's ultimate ability by adding an early landing feature, allowing players to manually control the landing time. This gives Kaoru greater flexibility to adjust her position, enabling her to either engage the enemy's backline directly or retreat to safety in critical moments.
We've also reduced the distance disparity between the cast ranges of Ability 1 and Ability 2, while slightly extending the duration of Ability 1's enhanced effect. These adjustments aim to improve the overall usability of Kaoru's basic abilities.
Ability 1 [Pebble Pelt]: Cast range increased from 950 to 1000; enhanced Ability 1's duration increased from 10s to 13s.
Ability 2 [Owly's Gust]: Cast range reduced from 1,400 to 1,200.
The following changes apply when using exclusive Onmyodo:
Second Evolution Ability 1 [Pebble Pelt]: Damage increased from 30/65/100/135/170 (+55% Bonus Attack) (+2.5% Target's HP) to 45/85/125/165/205 (+55% Bonus Attack) (+2.5% Target's HP).
Enhanced Ability 1's damage increased from 60/120/180/240/300 (+110% Bonus Attack) (+7.5% Target's HP) to 90/150/210/270/330 (+110% Bonus Attack) (+7.5% Target's HP).
Second Evolution Ultimate Ability [Come On, Owly!]:
You can tap the ability again to end the flight state early. Upon landing, Kaoru will dash a short distance in the direction of the movement joystick.
The automatic feather attack mechanism has been removed. Instead, after landing, Kaoru gains a temporary Movement Speed boost. During this period, each basic attack or ability used against enemy shikigami or monsters will prompt Owly to fire multiple feathers at the same target.
Umibozu
Umibozu is the most handsome shikigami in Heian-kyo, and it's time to give him gameplay and abilities that truly reflect his popularity! As a frontline Support, his soft control capabilities currently struggle to keep up in the current environment. Additionally, the Armor and Magic Resist provided by his Ability 1, [Sashimi Snack], along with its instant healing effect, often conflict in their use cases, making it difficult for players to make effective decisions. Lastly, Umibozu's original ultimate ability was primarily designed for "repelling enemies" and "protecting the formation," but we want to offer an alternative gameplay approach.
Our goal is to enhance Umibozu's signature "fish eating" mechanic, giving him more powerful and versatile abilities. We also aim to improve the consistency of his [Deadly Surge] control and simplify the decision-making process for [Sashimi Snack]. Furthermore, his exclusive Onmyodo introduces a new ultimate ability focused on "initiating fights" and "stalling enemies," enabling Umibozu to synergize better with a wider range of Shikigami.
Trait [Big Catch]:
New effect: After swallowing a fish, Umibozu gains an enhanced basic attack that deals 8 (+3*Current Level +2% Max HP) magic damage to enemies. HP Regen percentage decreased from 4% to 3%.
Ability 1 [Sashimi Snack]:
New effect: Instantly restores 30/42/54/66/78 (+20% Ability Power +8% HP Lost) HP, and continuously restores a total of 55/85/105/135/165 (+30% Ability Power +8% HP Lost) HP over the next 5s.
Ability 3 [Deadly Surge]:
Shorten the interval of sea waves.
The following changes apply when using exclusive Onmyodo:
Second Evolution: Ultimate Ability [Tsunami]:
The giant wave will change direction, surging towards Umibozu's cast position from afar.
Second Evolution Ability 1 [Sashimi Snack]: Base HP recovery increased from 30/42/54/66/78 to 50/68/86/104/122.
Second Evolution Ability 3 [Deadly Surge]: Damage increased from 115/165/215/265/315 (+40% Ability Power +7% Bonus HP) to 125/180/235/290/345 (+40% Ability Power +8% Bonus HP).
Kanko
In this Second Evolution, we've amplified Kanko's "turret-style Marksman" gameplay to deliver an even more focused experience. The new ultimate ability trades mobility for a wider damage range and increased damage output. Additionally, the Slow effect of Ability 3 [Pipe Throw] has been enhanced to better support the Second Evolution's [Bamboo Blast], allowing it to fully devastate enemies. However, optimal performance still relies on pairing Kanko with teammates who can provide strong crowd control, ensuring enemies remain within the range of his relentless barrage.
The following changes apply when using exclusive Onmyodo:
Second Evolution: Ultimate Ability [Bamboo Blast]:
Damage range increased from 1000 yards to 1375 yards.
Damage increased from 60/125/190 (+35% Attack) to 70/140/210 (+40% Attack).
Number of missiles released during the period increased from a fixed 12 to 13/14/15.
Kanko cannot move or change direction while shooting.
Second Evolution: Ability 2 [Bamboo Missiles]:
Base damage increased from 20/60/100/140/180 to 25/65/105/145/185.
Second Evolution: Ability 3 [Pipe Throw]:
Speed reduction increased from 35%/40%/45%/50%/55% to 45%/50%/55%/60%/65%.
Base damage increased from 80/130/180/230/280 to 100/150/200/250/300.
Futakuchi
We noticed that Futakuchi's ultimate ability, [I'm Sorry!], is overly complicated to use, making it difficult to time effectively during complex battles. To address this, we're simplifying its use by removing the preparation time, allowing it to directly target enemies. Additionally, her exclusive Onmyodo introduces a revamped version of the ability with lower cost, higher burst damage, and improved synergy with her other abilities. This makes it more effective for finishing off low-HP enemies and enhances Futakuchi's flexibility as a marksman with stronger reaping potential.
Ultimate Ability [I'm Sorry!]:
No longer requires a startup phase. Now the first bullet will be fired on the first tap, reducing the bullet firing interval. Damage adjusted from 180/220/260 (+90% Bonus Attack +9% Target HP Lost) to 150/190/230 (+75% Bonus Attack +11% Target HP Lost).
The following changes apply when using exclusive Onmyodo:
Second Evolution: Ultimate Ability [I'm Sorry!]:
Select an enemy shikigami and fire a bullet at them after a short delay, dealing True Damage to low-HP targets. The bullet can be blocked by any enemy shikigami during its flight. If the bullet seals an enemy during its flight or upon hitting, the cooldown will be refreshed. Other abilities can be used during this ability.
Second Evolution Trait [Gonna Blow]: Mark damage per stack increased from 8 (+18% +1.5% Level) Attack (+3 Level) to 10 (+19% (+1.5% Level) Attack (+3.5 Level).
Hakuro
As the shikigami with the longest basic attack range in Heian-kyo, we want Hakuro to excel in long-range sniping and support. To achieve this, we've enhanced her ultimate ability by adding a Stun effect to distant enemies, making her better suited for supporting teammates and initiating from afar, while retaining its close-range self-protection capabilities.
Hakuro's "turret Marksman" playstyle is straightforward and easy to master but can feel somewhat bland and repetitive. To address this, we're introducing her Second Evolution Onmyodo, which offers a new gameplay option focused on AoE damage, providing Hakuro with more dynamic and engaging strategies.
Ultimate Ability [Non-Self]:
Knocks back enemies within 700 yards. If it hits an enemy beyond 700 yards, it stuns the main target, dealing damage to the main target and surrounding shikigami. The Stun duration increases with the arrow's flight distance, up to a maximum of 2.5s.
The following changes apply when using exclusive Onmyodo:
Second Evolution: Ability 3 [Mind's Eye]:
After use, basic attack arrows can penetrate enemies, dealing AoE damage along the entire flight path. The arrow's flight distance is greater than the basic attack range, and you can manually select the shooting direction by dragging the basic attack button.
Ability 2 [Scatter]: Damage increased from 100/150/200/250/300 (+100% Bonus Attack) to 110/155/220/275/330 (+110% Bonus Attack).
Lord Arakawa
Since Lord Arakawa joined Heian-kyo, he has stood out as a high-difficulty shikigami. The unique mechanics of his ultimate ability, [Flowing Stream], make it difficult to master, and the indicator has long struggled to accurately display the displacement endpoint. While addressing this issue, we aim to introduce a new gameplay option through selectable exclusive Onmyodo. This addition will provide a clearer decision-making process while preserving the original ability cycle.
Ultimate Ability [Flowing Stream]:
Optimized the indicator to match the current real cast range.
The following changes apply when using exclusive Onmyodo:
Ability 1 [Passing Tide]: Cast range increased from 725 to 900.
Ability 2 [Fish Strike]: Hit range increased from 150 to 200, cast range increased from 650 to 900.
Ability 3 [Flow Force]: Damage increased from 50/58/66/74/82 (+24% Ability Power) to 55/65/75/85/95 (+30% Ability Power). Cooldown increased from 11/9.5/8/6.5/5 to 11/10/9/8/7. Ball collection speed increased from 1,300 to 2,200.
Second Evolution Ultimate Ability [Flowing Stream]:
Charges to the designated location, dealing damage to the target area, and conjures a water ball at both the start and end points. During the countdown, you can charge a second time, and if you seal an enemy during the countdown, you will gain an additional third charge.
Accordingly, the damage and range of other abilities will be slightly adjusted to match the burst-oriented playstyle of the Second Evolution Lord Arakawa.
Cooldown increased from 1s to 60s, damage increased from 100/180/260 (+50% Ability Power) to 250/500/750 (+75% Ability Power), and the damage reduction for repeated hits increased from 50% to 80%.
Enmusubi
We noticed that Enmusubi had some attempts at playing solo lane positions in earlier Heian-kyo battles, but her abilities often limited her effectiveness in this role. In the Second Evolution Onmyodo, we've removed her team buff abilities and shifted the focus toward self-enhancement. This adjustment aims to unlock her potential in various lanes and offer greater flexibility in gameplay.
Ability 3 [Bestowed Family]: Can now be used simultaneously with other abilities.
The following changes apply when using exclusive Onmyodo:
Second Evolution Ability 1 [Flower Moon]:
No longer adds a shield and [Bond Mark] to teammates. Increases the damage dealt and shield amount obtained by the caster.
Increased damage from 39/59/79/99/119 (+26% Ability Power) (+3.9% of target's Max HP) to 50/90/130/170/210 (+40% Ability Power) (+4% of target's Max HP).
Increased from 72/108/144/180/216 (+48% Ability Power) (+7.2% of target's Max HP) to 85/145/205/265/325 (+60% Ability Power) (+6% of target's Max HP).
Second Evolution Ability 3 [Bestowed Family]:
New effect: Caster gains 30%/32.5%/35%/37.5%/40% Haste effect when used. No longer adds the [Blessing] effect to teammates.
Second Evolution Ability 4 [Blessed Union]:
New passive effect: Ability 1 [Flower Moon] base cooldown reduced by 10%/15%/20%.
Hana
Hana's Second Evolution has struggled with sustainability, making it difficult for her to deliver consistent damage. To address this, we've added a recovery mechanism to her Ability 3 [Flower Realm] in its Second Evolution form. The recovery scales with the number of enemy units hit, with increased recovery if the targets were immobilized or knocked up by Hana's abilities within the last 3s. However, recovery from hitting non-shikigami units will be reduced. Additionally, we've increased the damage coefficient and base damage of certain basic abilities against minions, aiming to enhance her laning experience.
Ability 1 [Loyal Flock]:
Damage coefficient against minions increased from 90% to 100%.
Ability 2 [Painting Realm]:
Damage coefficient against minions increased from 95% to 100%.
Ability 3 [Flower Realm]:
Adjusted base damage from 60/85/110/135/160 to 80/110/140/170/200.
New recovery mechanism: Each hit on an enemy unit restores 20/40/60/80/100 (+15% Ability Power) HP. If there are units within range that are immobilized or knocked up Hana's abilities within 3s, recovery is increased to 40/80/120/160/200 (+30% Ability Power). Recovery from non-shikigami units is reduced to 40%.
II. Shikigami Main Body Adjustments
Shishio
Shishio's abilities lack sufficient operational space, and the "deer" agility characteristic isn't prominent enough. To address this, we have reworked Shishio's Ability 3 [Circle of Life], allowing him to perform continuous jumps like a deer, knocking up enemies with heavy stomps. The shield from the original Ability 3 has been moved to his trait, enabling players to gain a shield before initiating support. Additionally, we've modified the ultimate ability [Deer Stampede]: the first shikigami Shishio hits will follow him to the end of his displacement, while other enemy shikigami along the path will be knocked to the sides. This new [Deer Stampede] enables Shishio to pull an enemy out of a tightly packed formation, disrupting their strategy and creating opportunities for single-target breakthroughs for his team.
Ability 3 [Circle of Life]:
Ability rework: Shishio leaps 3 times consecutively, each landing dealing 50/100/150/200/250 (+80% Bonus Attack) (+4.5% target's max HP) AoE damage. The third stomp also triggers a 0.6s Knockup effect.
Trait [Bolster]:
New effect: Gains 70 Shield (+100% extra Attack) (+20* Current Level) and a 30% control reduction effect while the shield lasts when out of combat.
Ability 1 [Antler Gore]:
Bonus attack coefficient reduced from 90% to 60%.
Ability 2 [Fury of the Forest]:
New effect: Recovers 5/7.5/10/12.5/15 (+8% extra Attack) (+0.15% lost HP) HP each time.
Damage reduced from 7/20/33/46/59 (+16% extra Attack) to 7/20/33/46/59 (+16% extra Attack). The number of damage instances reduced from 15 to 8.
Ultimate Ability [Deer Stampede]:
The first shikigami hit by Shishio will be knocked back to the end of the displacement, while other enemy shikigami in the path will be knocked to the sides.
Inryo
Inryo's traits and the mechanics of Ability 1 are somewhat obscure. The traits have difficult trigger conditions, and the Passive effect of Ability 1 is slightly delayed, resulting in a subpar continuous damage output experience. The active effects of his abilities also present various issues: Ability 1 offers limited mastery potential, Ability 3's two-stage execution feels cumbersome, and the ultimate ability, Tiger Spirit, provides insufficient support. This balance adjustment aims to address these problems by completely revamping Inryo's traits and Ability 1, while also optimizing the experience of the other abilities to varying degrees.
From the start, Inryo was designed as a mid-range mage focused on sustained damage output. This core idea remains unchanged, and the revamped ability set will continue to highlight this strength.
Trait [Decree]:
Ability rework: Dealing damage to enemy shikigami with abilities grants 1 Decree Power. At 5 Decree Power, five [Decrees] will be summoned to rotate around Inryo. Each [Decree] has independent collision effects, dealing damage to enemies upon impact and granting Inryo a shield. During this period, Inryo gains a Haste effect.
Ability 1 [Rule]:
Ability rework: Inryo throws three bamboo scrolls in the designated direction, dealing damage to targets hit.
Ability 2 [Beast Cage]:
Enemies using displacement abilities to move through the [Realm] edge will only trigger the Knockup effect without the additional Slow effect; enemies who touch the [Realm] edge by moving will receive the Slow effect.
Ability 3 [Mandate]:
New effect: Inflicts Immobilize on targets hit. During the second stage of casting, enemies will only be knocked up towards Inryo.
Ultimate Ability [Talisman]:
Optimized the Tiger Spirit's attack logic; slightly extended the Tiger Spirit's pull distance; removed the Knockup effect from the Tiger Spirit's enhanced basic attack.
Shiro Mujou
In actual combat, Shiro Mujou's Ability 1 [Soul Reap] and Ability 2 [Immolation] are overly interconnected, resulting in a somewhat monotonous playstyle. To address this, we have merged [Soul Reap] and [Immolation], preserving Shiro Mujou's core abilities and playstyle while introducing a new offensive ability. This new ability can be used independently or in combination with the revamped [Soul Reap], offering Shiro Mujou a more diverse and engaging gameplay experience.
Ability 1 [Soul Reap]:
Now, when hooking an enemy Shikigami's soul, a Hellfire will be summoned in the specified direction simultaneously,
Adjusted Max HP bonus from (+20% of target's Max HP) to (+12.5% of target's Max HP).
Reduced Immolation damage per 0.5s from 20/37.5/55/72.5/90 (+16% Ability Power) to 15/25/35/45/55 (+9% Ability Power).
Ability 2 [Fickle Art]:
New Ability: Shiro Mujou sends a small ghost in a designated direction. The ghost charges a fixed distance before returning, dealing 90/135/180/225/270 (+55% Ability Power) magic damage to enemies hit along its path.
Aoandon
As a mage who relies heavily on basic attacks, Aoandon's ability versatility is quite limited, and her output environment is more dangerous compared to many other mages. Therefore, we believe it is necessary to introduce an ability that enhances her flexibility and improves her survivability.
Trait [Butterfly Shadow]:
Consumes a percentage of current MP when attacking, dealing bonus damage to the target and surrounding shikigami. Each point of current MP provides bonus MP Regen.
Ability 1 [Lamp Light]:
New ability: Grants a shield upon use, with the shield amount gradually decreasing over its duration.
Ability 2 [Ghostly Light]:
Removed the Haste effect provided to allies passing through walls. Now you receive the vision of enemies passing through walls.
Ability 3 [Soul Drain]:
No longer restores MP to allied shikigami within range.
Ultimate Ability [Ghost Story Lantern]:
Now you gain vision within the ability's range.
Kuro
Kuro's traits and Ability 1 [Vengeful Cut] highlight his strength when his HP is low, but this window of power is too brief due to the lack of HP regeneration. This results in a lack of the thrilling tug-of-war dynamic of fluctuating HP bars, often merely delaying his inevitable defeat. To address this, we will introduce a healing effect to his frequently used Ability 2, while redistributing its control effects, which will be partially compensated through optimizations to his ultimate ability [Soul Chaser]. Additionally, the casting experience of Ability 3 [Battle Cry] will be improved for smoother gameplay.
Kuro's ultimate ability, a two-stage ability with a long duration, currently lacks sufficient functionality. The extended casting process and reliance on two manual activations offer little strategic depth. We plan to introduce new mechanics to enrich Kuro's gameplay and enhance the threat and impact of his ultimate ability.
Traits [Angry Soul]:
New: Increases Movement Speed by 10% when moving towards enemies.
Ability 1 [Vengeful Cut]:
Adjusted damage from 60/95/130/165/200 (+2.25% Bonus Max HP) (+60% Bonus Attack) to 60/80/100/120/140 (+2% Bonus Max HP) (+60% Bonus Attack).
Ability 2 [Scythe of Punishment]:
Reduced cooldown from 8/7.5/7/6.5/6s to 6.5/6/5.5/5/4.5s.
New Mechanic: Restores HP when hitting enemies. Restores 15/22.5/30/37.5/45 (+5% HP Lost) per hit when hitting shikigami, and the recovery amount decays to 5/7.5/10/12.5/15 (+1.5% HP Lost) per hit when hitting non-shikigami units.
Damage Range Adjustment: Increased 1st stage damage length from 375 to 425, width from 275 to 350; increased 2nd stage damage length from 300 to 425, width from 275 to 350.
Removed the Knockback effect.
Damage adjusted from 80/120/160/200/240 (+5.5% Bonus Max HP) (+35% Bonus Attack) to 55/75/95/115/135 (+6% Bonus Max HP) (+45% Bonus Attack).
Ability 3 [Battle Cry]:
Now movement is allowed while casting, and the taunt range has been increased from 300 yards to 325 yards.
Ultimate Ability [Soul Chaser]:
The sickle will taunt the enemies hit along its path, forcing them to move towards the flight endpoint.
Bukkuman
Bukkuman was originally designed as an offensive support shikigami with strong roaming capabilities. However, the delayed activation of his abilities has limited his effectiveness in both initiating and protective scenarios. To address this, we have added a control effect to his Ability 1. As a trade-off, the control effect has been removed from his Ability 3, which has been rebalanced into a follow-up burst damage ability.
We have also adjusted Bukkuman's trait benefits, bringing some of his support abilities—previously unlocked through passive progression—into earlier stages. This change enhances his protective capabilities during the early and mid-game phases.
Finally, we have comprehensively optimized the usability of his abilities, aiming to revitalize Bukkuman's presence and impact in battles.
Trait [Roam]:
Optimized Phenomenon respawn rules: Now respawns every 60s in the jungle area closest to Bukkuman's current position.
New permanent effect: Each time multiple Inkblots are triggered, Bukkuman and the shikigami with the lowest HP around him will receive HP Regen.
Removed: Scroll of Annals' passive effect of enhancing basic attacks consumes all Inkblots on the enemy target.
Ability 1 [Scroll of Everything]:
Now releases in the selected direction, immobilizing the first target hit.
Ability 2 [Ink Splash]:
Reduced activation delay for Ink Splash's paper doll attack.
Ability 3 [Shadow Paintings]:
New: After casting Ability 3, Bukkuman gains an enhanced basic attack, which can trigger all Inkblots at once.
Removed the Knockup effect.
Increased cast range and damage.
Ultimate Ability [Scroll of Annals]:
Logic optimization: When Bukkuman casts his ultimate ability or dies, the Scroll of Annals will remain on the originally selected ally shikigami.
Removed: Periodically gains an enhanced basic attack, which can trigger multiple Inkblots at once.
Ootengu
Ability 1 [Immaculate Wing] is currently Ootengu's only self-protection ability, but its benefits are primarily attack-oriented. We aim to make this ability a more reliable tool for self-defense. To achieve this, we have removed the ability refresh mechanism triggered by a successful block and replaced it with an automatic release of [Gale Force Wind] toward nearby enemies upon a successful block. We hope this change will enable Ootengu to maneuver more freely in the heat of battle.
Ability 1 [Immaculate Wing]:
Removed: When blocking an ability, the cooldown of Feather Shot and Gale Force Wind will be reduced to 1s.
New: Upon a successful ability block, Gale Force Wind will automatically be released towards an enemy shikigami within range. If there are no attackable targets within range, Gale Force Wind will circle around Ootengu for a period of time.
Ability 2 [Feather Shot]:
Adjusted cooldown from 7/6.5/6/5.5/5s to 6/5.5/5/4.5/4s.
Orochi
Orochi's Ability 3 [Suppression of Evil] currently functions solely as a trap ability, which feels passive and limits its uses. This essentially reduces its effectiveness, making it feel like only half an ability. We aim to make [Evil Suppression] more versatile, allowing it to stand on its own while also interacting with other abilities to create richer gameplay options for handling complex battle situations.
Ability 2 [Serpent's Embrace]:
When hitting an enemy, it will immediately activate nearby snake eggs to summon the Serpent Demon.
Ability 3 [Suppression of Evil]:
The delay time for generating the Serpent Demon upon direct hit is reduced; the Serpent Demon will move towards the enemy shikigami hit by Ability 2 [Serpent's Embrace] and prioritize attacking them.
Reduced damage from Serpent Demon's explosion, increased damage from Serpent Demon's attack.
Tanuki
Tanuki has a low casting frequency in battles, with limited options for ability usage. To address this, we will increase Tanuki's casting frequency and introduce more viable strategic choices, enhancing his overall playability.
Ability 1 [Drunken Stupor]:
Single control duration reduced from 1.5/1.6/1.7/1.8/1.9s to 1/1.1/1.2/1.3/1.4s. If hit repeatedly, the second control duration is reduced by 50%.
Cooldown increased from 8/7.5/7/6.5/6s to 9/8.5/8/7.5/7s.
Ability 2 [Fiery Moonshine]:
Damage reduced from 90/160/230/300/370 (+40% Ability Power) (+8*Current Level) to 90/145/200/255/310 (+35% Ability Power) (+7*Current Level).
Cooldown increased from 14/13/12/11/10s to 15/14/13/12/11s.
Ability 3 [Century Brew]:
Now, after use, it will provide an additional chance to use Ability 1 [Drunken Stupor] or Ability 2 [Fiery Moonshine]. The ability enhancement window with the [Century Brew] effect is reduced from 8s to 5s.
Cooldown increased from 12/11/10/9/8s to 17/16/15/14/13s.
Nyuunai-suzume
We believe that Nyuunai-suzume's Ability 3 [Sparrow Shadow], as a trap ability, currently lacks initiative and relies solely on being passively triggered by enemies. To address this, we will introduce a new mechanic allowing Ability 1 to carry traps and move, creating more diverse and engaging combinations between Ability 1 and Ability 3. Also, as Nyuunai-suzume's ultimate ability represents her highlight moment, it requires a more reliable hit rate. To achieve this, we have added a Slow effect during the casting wind-up period.
Ability 1 [Sparrow Flock]:
If the Grudge Sparrow Flock touches the apparition created by Ability 3 before reaching the endpoint, it will envelop it and proceed to the endpoint together.
Damage reduced.
Ability 3 [Sparrow Shadow]:
Damage reduced.
Ultimate Ability [Blood Corruption]:
New: Inflicts a Slow effect on enemies within range during the charge period.
Yamawaro
Yamawaro's ultimate ability [Heavy Bludgeon], as an initiation ability, currently lacks the necessary timeliness to fulfill his role as an initiation-focused tank. To address this, we plan to enhance the immediacy of the large crowd-control effect provided by [Heavy Bludgeon]. By swapping the two stages of the ability, we aim to refine their focus: one stage prioritizing crowd control functionality and the other emphasizing damage attributes. Additionally, the blocking effect of Ability 1 [Hammer Smash] lasts too long, disrupting the combat flow and occasionally hindering teammates. This will be optimized to better align with the pace of battle.
Ability 1 [Hammer Smash]:
Wall duration reduced from 3/3.5/4/4.5/5s to 2/2.5/3/3.5/4s.
Ability 3 [Hammer Charge]:
Knockup time reduced from 1.1s to 0.8s.
Ultimate Ability [Heavy Bludgeon]:
Swapped the effects of the second and first stages.
1st stage damage reduced from 180/300/420 (+100% Bonus Attack) (+11% Bonus HP) to 150/250/350 (+80% Bonus Attack) (+9% Bonus HP).
2nd stage damage increased from 180/300/420 (+100% Bonus Attack) (+11% Bonus HP) to 200/350/500 (+125% Bonus Attack) (+14% Bonus HP).
Hangan
Hangan's trait [Book of Life] often fails to provide adequate protection for himself and allied shikigami as intended. Ability 1 [Soul Devour], as a growth ability, lacks appeal due to its stack limit. Ability 2 [Bind] struggles with effectiveness, as its unstable range makes it difficult to hit two shikigami. Additionally, the benefits of landing an accurate hit with Ability 3 [Death Writ] are too low, and the ultimate ability [Death Penalty] has untapped potential for greater strategic depth.
We hope to improve the usability of [Book of Life], allowing [Soul Devour] to set more ambitious stacking goals, making [Bind] a clear threat to the first two enemies in its path, and increasing the operational versatility of both [Death Writ] and [Death Penalty].
Trait [Book of Life]:
Now, upon triggering, recovers 30 (+Soul Count*0.4) HP every 0.5s.
Ability 1 [Soul Devour]:
Can now stack infinitely, with each stack's benefit reduced from 1.5/2/2.5/3/3.5 Ability Power to 0.4/0.6/0.8/1/1.2 Ability Power.
Ability 2 [Bind]:
Adjusted the amulet so it always flies to the maximum distance or disappears after hitting two units.
Ability 3 [Death Writ]:
New effect: When hitting the central area, it deals an additional 15/27.5/40/52.5/65 (+7.5% Ability Power) magic damage and grants Hangan an extra soul when hitting a shikigami.
Ultimate Ability [Death Penalty]:
After use, the flight direction of the amulet can be adjusted via the ability joystick.
New effect: Can directly seal enemies with HP lower than (+4% (+Soul Count*0.02%) Target Max HP).
Yoto Hime
Yoto Hime's Ability 1 [En Garde!] offers almost no benefits when the counter-attack is not triggered, significantly limiting its effectiveness. We aim to make this ability more rewarding even when the counter-attack fails, while enabling it to form simple combos with her other abilities. To balance these changes, we have slightly reduced her burst damage, providing opponents with more counterplay opportunities.
Ability 1 [En Garde!]:
New Mechanic: If no control ability is blocked, it will inflict 50% damage and 25% Slow for 1s when [En Garde!] ends. [En Garde!] can be ended early by using basic attacks and other abilities.
Damage bonus adjusted from (+100% Ability Power) to (+20% Bonus Attack).
Ability 2 [Devourer]:
Each basic attack damage reduced from (+67.5% Attack) to (+57.5% Attack).
Mannendake
We noticed that Mannendake's Ability 2 [Bamboo: Penetrate] loses its accumulated progress when the enhanced effect misses, which can be quite frustrating for players. To address this, we plan to increase Mannendake's tolerance for missed effects. Additionally, we have slightly reduced the cooldown of Ability 3 [Bamboo Wind: Dash] in the late game, aiming to make Mannendake more agile and elegant on the battlefield.
Ability 2 [Bamboo: Penetrate]:
If the enhanced effect misses the target, the next cast of Ability 2 will still have the same enhanced effect.
Ability 3 [Bamboo Wind: Dash]:
Cooldown reduced from a fixed 6s to 6/5.5/5/4.5/4s.
Jinmenju
Jinmenju's Ability 1 poses too little threat when it hits an enemy but fails to take advantage of the terrain. We aim to ensure that each ability provides a reasonable minimum benefit, guaranteeing its effectiveness across various scenarios and ensuring it remains relevant in different combat situations.
Ability 1 [Twisting Vines]:
Now inflicts a slow effect on hit enemies.
Ability 4 [Cursed Roots]:
The first stage allows movement while casting; Ability 1 can be used during its duration.
Takiyasha Hime
Ability 1 [Whirlwind Moon] and Ability 2 [Mountain Fog] both feature fine mechanics. However, by enabling the charged slash to interact with displacement, we aim to provide richer gameplay and more stylish moves. To balance this change, we have slightly reduced the damage of Whirlwind Moon.
Ability 1 [Whirlwind Moon]:
Can now be used simultaneously with other abilities.
Inner ring damage adjusted from 35/72.5/110/147.5/185 (+65% Attack +4*Current Level) to 40/70/100/130/160 (55% Attack +3.5*Current Level).
Outer ring damage adjusted from 70/145/220/295/370 (+130% Attack + 8*Level) to 80/140/200/260/320 (+110% Attack + 7*Level).
Damage increase at max passive stacks reduced from 60% to 45%; increased damage coefficient to monsters from 140% to 155%.
Ability 2 [Mountain Fog]:
Can now be used simultaneously with other abilities.
Ichimokuren
Ichimokuren is unable to use other abilities during Ability 3, making it difficult to block dash-type engagements. To address this, we are lifting this restriction, allowing the gentle wind god to better resist enemy attacks and protect teammates.
Ability 3 [Wind Amulet: Protect]:
Basic attacks and other abilities can be used during the duration.
Sesshomaru
Sesshomaru's ability set feels relatively self-contained. While his abilities form a reasonable cycle, the lack of interaction with enemies during this time limits his potential for attractive stat distribution, as low risk often yields low reward. In this adjustment, we are introducing new mechanics to encourage sustained combat after Sesshomaru enters the battlefield. With well-timed entry, he can achieve significant overall benefits. Additionally, we've reduced the cooldown of his ultimate ability to promote more frequent engagements. To balance this, we've slightly lowered his burst damage, shortened the duration of his Silence, and increased both the magnitude and duration of his Slow effect, providing more opportunities for counterplay.
Ability 1 [Full-blooded]:
New Effect: When Sesshomaru hits the same enemy 3 times consecutively with his basic attack or ability, his next 3 basic attacks will have their Attack Speed increased by 40%/45%/50%/55%/60% (these basic attacks can stack marks). This effect has a 10s cooldown.
Increased HP recovery at 3 stacks from 20/30/40/50/60 (+20% Bonus Attack) to 20/37.5/55/72.5/90 (+30% Bonus Attack).
Ability 3 [Immense Demonic Power]:
Adjusted damage from 90/150/210/270/330 (+90% Bonus Attack) to 90/140/190/240/290 (+77.5% Bonus Attack).
Silence duration reduced from 0.75s to 0.5s.
Slow increased from 40% to 40%/42.5%/45%/47.5%/50%.
Slow duration increased from 1.25s to 1.75s.
Ultimate Ability [Dragon Strike]:
Cooldown reduced from 70/65/60s to 60/55/50s.
Adjusted damage from 240/360/480 (+125% Bonus Attack) to 200/300/400 (+110% Bonus Attack).
Kidomaru
When ganking, Kidomaru often needs to rapidly and repeatedly use Ability 1 [Killing Satisfaction] and Ability 2 [Skeletal Chain], which can feel cumbersome. To address this, we've optimized the combo mechanics. Now, when Ability 2 [Skeletal Chain] hits an enemy shikigami, all imps will be released, transforming into [Imp Scouts]. Additionally, we've enhanced Ability 3 [Raiment of the Waning Moon] to provide more strategic options during ganks and jungle fights by adding a wall-passing effect.
Passive [Child of Shura]:
[Imp Scouts] damage coefficient against monsters reduced from 100% to 80%
Ability 1 [Killing Satisfaction]:
Base damage reduced from 18/30/42/54/66 to 12/22/32/42/52.
Ability 2 [Skeletal Chain]:
When hitting an enemy shikigami, releases all imps and transforms into [Imp Scouts].
Ability 3 [Raiment of the Waning Moon]:
New: Can pass through walls for the duration.
Ryomen
Ryomen's trait [Wrath] currently triggers randomly, making it difficult for players to predict which enhancement the next basic attack will receive. This unpredictability hinders strategic planning and control. Additionally, the gameplay options during his ultimate ability [Divine Combo] feel somewhat limited. We believe that engaging gameplay requires a balance of controllability and depth. To address this, we've adjusted the triggering method for Wind and Lightning to alternate in a more predictable pattern, while also introducing multiple storages to reduce the sense of loss. Furthermore, Ability 3 can now be used during [Divine Combo], adding more flexibility and strategic options.
Trait [Wrath]:
Now always grants passive, which alternates between Wind and Lightning; the first ability used after disengaging from combat always grants Lightning. Passive basic attack can be stored twice.
Ability 3 [Thundering Windrunner]:
Now can cast this ability during Ultimate Ability [Divine Combo].
Yumekui
Yumekui's core mechanics, "rolling" and "dream invasion", are tied to Ability 1 [Speedy Spin] and the ultimate ability [Dream Invader], but their current threat level and performance feel underwhelming. As a tank, it's not ideal for Yumekui to pose a greater threat to a single enemy shikigami than to a group.
To address this, we've increased the flexibility of [Speedy Spin], giving players more play options. We've also removed certain restrictions from Dream Invader, enhancing the impact of Yumekui's core mechanics. Additionally, we've improved the AoE damage capability of Ability 2 [Dreamy Foam], making Yumekui more effective in team fights.
Ability 1 [Speedy Spin]:
Now gains a 2-stage effect while rolling, allowing temporary levitation, during which the caster will not collide with enemies.
Ability 2 [Dreamy Foam]:
Bubbles can now penetrate enemies; damage reduced, cooldown increased.
Ability 3 [Nightmare]:
Cooldown increased; now continuously puts surrounding enemies to sleep. If an enemy shikigami is awakened by a unit other than Yumekui during the sleep, they will no longer be put to sleep again by the Nightmare ability.
Ultimate Ability [Dream Invader]:
Ability 2 [Dreamy Foam] and Ability 3 [Nightmare] are no longer banned during dream invasion.
Kamimai
Kamimai's playstyle demands frequent actions, requiring players to alternate between basic attacks and abilities, which can feel rigid and exhausting. Additionally, the ultimate ability lacks impact, making it hard to create highlight moments. To improve the experience, we've simplified the passive mechanism, allowing enhanced basic attacks to be stored up to three times. Furthermore, the ultimate ability [Twirling Blade] will now accelerate the recharging speed of Ability 3 [Paper Edge] within its range.
Trait [Falling Paper]:
Up to 3 enhanced basic attacks can be stored up and displayed on the trait bar. The feel of enhanced basic attacks has been optimized, and they now have an additional 40% (+2%*Current Level) Attack Speed. The bonus damage of a single enhanced basic attack has been reduced from 30% Bonus Attack (+3*Current Level) to 15% Bonus Attack (+2.5*Current Level). The mark explosion damage has been increased from 15 (+80% Bonus Attack +10*Current Level) to 20 (+90% Bonus Attack +12*Current Level).
Ability 1 [Paper Blade]:
New: Restores 60/85/110/135/150 (+40% Bonus Attack) HP when the 2nd stage of the ability hits an enemy shikigami.
Ability 2 [Paper Swallow]:
Increased the flight speed of the Paper Swallow.
Ability 3 [Paper Edge]:
Recharge count is no longer displayed as a trait bar; recharge time increased from 7/6.5/6/5.5/5s to 7/6.75/6.5/6.25/6s.
Ultimate Ability [Twirling Blade]:
No longer provides a Movement Speed boost, but reduces Ability 3 [Paper Edge] recharge time by 25% within the ability range.
Inuyasha
Inuyasha's Basic Attack is a core gameplay feature, but it currently lacks sufficient support. The knockback effect of Ability 2 [Backlash Wave] conflicts with the goal of maintaining continuous basic attacks, and the ultimate ability [Red Tessaiga] has too few mechanisms.
We aim to enhance Ability 1 [Wind Scar] to align better with Inuyasha's "King of Slash" identity. We've adjusted the control effect of Ability 2 [Backlash Wave] to better support basic attacks and added a new special mechanism to [Red Tessaiga] to expand gameplay and strategic depth.
Ability 1 [Wind Scar]:
Now heals HP every third attack.
Ability 2 [Backlash Wave]:
Significantly reduces Knockback distance.
Ultimate Ability [Red Tessaiga]:
Now slashes through bullets it touches.
Kosodenote
We aim to simplify Kosodenote's weak point targeting to reduce unnecessary complexity. To achieve this, we have introduced an automatic basic attack mechanism following the displacement of Ability 3. Additionally, the ultimate ability [Flawless Sting] has been adjusted from AoE damage to single-target damage, with its stats increased to better align with the role of a Ninja shikigami.
Ability 3 [Flying Sting]:
Mechanism change: At the end of the charge, if there are enemies within range, Kosodenote will automatically perform a basic attack and reset basic attack cooldown.
Ultimate Ability [Flawless Sting]:
The final attack has been changed from AoE damage to damage to a single selected enemy shikigami. The damage of a single attack has been increased from 30% Bonus Attack (+3% Target Max HP) to 35% Bonus Attack (+3.5% Target Max HP).
Shuten Doji
Shuten Doji's Ability 1 [Lament] is intended as his call to attack and should offer sustained recovery for his subsequent combos, rather than just a short burst. Additionally, the displacement distance of Ability 3 [Rampage] lacks a reasonable minimum when enemies are close, sometimes failing to create sufficient space. This limitation reduces its effectiveness, particularly when Shuten needs to escape through enemies.
Ability 1 [Lament]:
Healing has been adjusted from the moment of casting to each enhanced basic attack.
In normal state, each basic attack hit recovers 3/6/9/12/15 (+1.5%/1.8%/2.1%/2.4%/2.7% Max HP) (+17.5% Bonus Attack).
In [Rage] state, each basic attack hit recovers 6/12/18/24/30 (+3%/3.6%/4.2%/4.8%/5.4% Max HP) (+35% Bonus Attack).
Ability 3 [Rampage]: Will always execute a minimum movement distance under any circumstances.
Hiyoribou
Hiyoribou's Ability 1 [Warm Day] is frequently used, but its two-stage execution creates a significant burden, making it difficult to control the timing of the second stage. To make this ability more user-friendly with moderate complexity, we plan to remove the mechanism allowing [Warm Day] to fly out earlier when used again. As compensation, we have increased Warm Day's hit rate. Additionally, since the previous mechanism tied damage and healing to charge time, we have simultaneously increased its base damage and healing amount.
Ability 1 [Warm Day]:
Removed the 2nd stage of active casting; max cast distance remains unchanged; launch delay reduced from a maximum of 1.5s to a fixed 0.75s.
1st stage damage increased from 35/62.5/90/117.5/145 (+25% Ability Power) to 50/90/130/170/210 (+37.5% Ability Power).
2nd stage damage increased from 25/42.5/70/87.5/105 (+25% Ability Power) to 40/70/100/130/160 (+37.5% Ability Power).
Adjusted healing from 15/25/35/45/55 (+25% Ability Power) (+3%/3.5%/4%/4.5%/5% HP Lost) to 20/35/50/65/80 (+37.5% Ability Power) (+4.5%/5.25%/6%/6.75%/7.5% HP Lost).
Kuro Mujou
Kuro Mujou's Ability 1 [Soul Eater] is a crucial survival tool. However, it is currently difficult to trigger, and the temporary shield fails to offer consistent survivability. We aim to make [Soul Eater] more reliable to trigger and provide Kuro Mujou with more stable survivability once activated.
Ability 1 [Soul Eater]:
Increased attack range from 375 to 450 when effect is active.
Increased shield duration from 2s to 4s.
Hououga
We want to prevent Hououga's ultimate ability [Phoenix Resurrection] from being wasted due to misplays or being in a controlled state. Such unnecessary loss negatively impacts the experience and undermines the ability's theme. To address this, we will introduce new mechanisms to avoid this issue and enhance Hououga's survivability.
Ultimate Ability [Phoenix Resurrection]:
New Mechanic: When possessing Phoenix Resurrection and taking lethal damage, this ability will automatically activate. When auto-activated, the HP of Phoenix Fire will be reduced.
Kamaitachi
The trigger conditions for Kamaitachi's trait [Beat Down] are overly complex, making it hard to determine if it has activated during combat. This complexity results in an inconsistent and less user-friendly experience. To address this, we have removed the problematic condition and now control its activation primarily through cooldown time. To enhance gameplay, we have also added a reward mechanism tied to movement, reflecting Kamaitachi's agility and his need to strike at the perfect moment.
Additionally, the effects of Ability 2 [United] are overly affected by randomness, making it confusing to achieve a specific outcome. These complexities and challenges in understanding and execution do not add much to the gameplay experience and instead reduce its overall comfort. We will work on optimizing this.
Traits [Beat Down]:
Trigger condition no longer relies on HP percentage. New mechanic: Trait cooldown will decrease with movement distance; base cooldown of the trait increased.
Ability 2 [United]:
Weapon switch order adjusted to Axe → Halberd → Staff, and will always start with Axe each time it is used.
Ootakemaru
We noticed that Ootakemaru's Ability 2 [Hillcry: Heavenly Drum], being a location-targeted ability, is difficult to use with precision. Additionally, the ultimate ability [Unlimited Blade Prison] offers limited value when it misses enemies, and its visual effects fall short of expectations for an ultimate ability.
Ability 2 [Hillcry: Heavenly Drum]:
Adjusted casting method from selecting a point to selecting a direction. Now, after colliding with an enemy, it will slowly move a short distance before stopping.
Ultimate Ability [Unlimited Blade Prison]:
Added an effect where if it does not hit, an area will be created at the maximum range. When enemy shikigami step into the area, the duration of the immobilization will be equal to the remaining duration of the area. When the immobilization or the area expires, it will inflict AoE damage and Slow at the target point, creating [Earthen Land].
Ichigo Kurosaki
Ichigo Kurosaki's Shikai form becomes relatively weak in the mid to late game, and the three forms introduce unnecessary complexity. Additionally, the automatic behavior in Hollowfication state has flaws, failing to pose a sufficient threat to enemies or deliver the expected performance after Hollowfication.
We aim to provide Ichigo Kurosaki with more combat time in Bankai state during the mid to late game while making Hollowfication more practical. To achieve this, we plan to simplify the enemy-targeting mechanics and introduce a degree of manual control over abilities.
Ultimate Ability [Bankai]:
Will not return to Shikai state after death.
Ultimate Ability [Hollowfication] after Bankai:
The death immunity duration is adjusted to a fixed value. After the ultimate ability is activated, it will pursue the closest shikigami. During the ultimate ability, the Ability 3 can now be used, and after use, it will pursue the closest shikigami. The ability can now be used again in advance to recover from Hollowfication.
Nezuko Kamado
We noticed that Nezuko's Ultimate Ability [Blood Demon Art: Blood Burst] struggles to reliably control enemies within its range when used as an initiating ability, making it difficult to deal continuous damage. Additionally, the reduction in Armor and Magic Resist caused by this ability is not impactful enough for top solo players or frontline support Nezuko players.
To address this, we plan to enhance [Blood Demon Art: Blood Burst] with more upfront damage attributes, allowing top solo players and frontline support Nezuko players to more effectively and intuitively threaten enemies.
Ultimate Ability [Blood Demon Art: Blood Burst]:
Removed the effect of reducing Armor and Magic Resist and dealing damage; added a new effect of dealing high damage when used.
Mouba
Mouba needs a control immunity effect to make her ultimate ability [Bowl Barrage] more impactful. We want [Bowl Barrage] to significantly influence battles while remaining counterable. To balance this, we have reduced the control reduction effect once her shield is broken.
Ultimate Ability [Bowl Barrage]:
When activated, a shield that blocks 180/300/420 (+6% Max HP +80% Ability Power) damage is added. While the shield exists, Mouba gains Control-immune effect. After losing the shield, the control reduction effect is reduced from 60% to 30%.
Samurai X
As a shikigami who enters enemy formations on foot to exert control, Samurai X could provide a stronger sense of pressure and more flexibility when engaging enemies. To address this, we plan to enhance his impact by adjusting the acceleration mechanics of Stronghold.
Ability 3 [Stronghold]:
Changed from immediately gaining a fixed Haste effect to a Haste effect that strengthens over time, increasing Movement Speed by 15% every 0.5s, reaching a maximum of 45% at 1.5s; the Movement Speed bonus lasts for a total of 3s.
Komatsu
Komatsu's Ability 2 [Pine Cone Bomb] is currently limited in effectiveness outside of its use as a pre-embedded trap, and Ability 3 [Dependence] offers limited gameplay options due to its overly restrictive conditions. To improve this, we've added a new feature to [Pine Cone Bomb], allowing it to explode immediately when it directly hits an enemy. Additionally, [Dependence] can now use the pine cone trap as a springboard and allows casting other abilities while jumping into the air. We hope these changes will create a smoother and more cohesive gameplay experience by better linking these abilities together.
Ability 2 [Pine Cone Bomb]:
If the pine cone directly hits an enemy upon landing, it will immediately explode, and the explosion range is reduced.
Ability 3 [Dependence]:
Can use pine cones as a springboard to jump, and can cast other abilities and basic attacks while in the air.
Youko
We aim to offer players more playstyle options so that those who prefer an "ability-focused playstyle" can enjoy a satisfying experience in addition to basic attacks.
Ability 2 [Wind Blade]:
Each blade hit reduces the cooldown of Ability 2 [Wind Blade] by 0.5s. Cooldown increased from 5.5/5.25/5/4.75/4.5s to 6/5.75/5.5/5.25/5s.
Yoh Asakura
The direction of Yoh Asakura's Ability 2 [Shaman Shield] is currently tied to his movement direction (left joystick input), making it difficult to control since the direction of incoming enemy attacks often doesn't align with his movement. To address this, we have decided to unbind the shield direction from the movement input. However, players will still be able to adjust the shield direction using Ability 3: [Air Slash].
Ability 2 [Shaman Shield]:
Can now be used in all directions. Knockback effect will only trigger when the angle difference between the caster and the shield is below a certain value.
Itsumade
Itsumade's ultimate ability currently offers limited gameplay flexibility for players. This is primarily due to its "locked target" casting method, where the ability's success relies almost entirely on whether the target evades during the cast time, rather than on the caster's prediction and reaction. This approach does not align with our goal of encouraging players to improve their casting abilities. To address this, we will change the casting method to a position-based selection. After the adjustment, tapping to cast will function as before, so existing habits will remain largely unaffected. However, players will also have the option to use joystick drag for predictive casting, increasing the hit rate. Additionally, the ultimate ability can now be used for escape during critical moments. We hope this adjustment will enhance gameplay diversity and provide healthier gameplay flexibility.
Ability 1 [Hunter Repellent]:
Casting animation shortened.
Ultimate Ability [Feather Dance]:
Increased cast range from 600 to 700, changed to position-based casting, reduced startup time, and enemies within the range will suffer a 30% Slow effect during this period.
Adjusted damage from 250/350/450 (+110% extra Attack) to 280/400/520 (+120% extra Attack). If the ability misses the enemy, the cooldown refund is increased from 8s to 20s.
Optimized the feel of chaining the ultimate ability with other abilities.
Kyonshi Ani
As a tank, Kyonshi Ani should excel in mid-to-close-range combat. However, his current abilities have a low cast frequency, and his performance is overly reliant on slightly overpowered displacement and output range. To address this, we have decided to rebalance his abilities by adjusting the cast range and frequency of Ability 3 [Coffin Circle] and ultimate ability [Master of Coffins]. These changes aim to make Kyonshi Ani better suited for the tank role while providing more opportunities to gain an advantage in battle. Additionally, Ability 1 [Kyonshi Amulets] currently lacks depth in gameplay. To improve this, we want to incentivize Kyonshi Ani to gain additional benefits when using Kyonshi Amulets at close range.
Ability 1 [Kyonshi Amulets]:
New Effect: When multiple bullets hit the same unit, they will deal bonus damage.
Ability 3 [Coffin Circle]:
Reduced cast distance and max distance; reduced cooldown.
Ultimate Ability [Master of Coffins]:
Reduced cast distance and teleport distance; reduced cooldown.
Akaname
We want Akaname to keep up with the pace of battle while using his Ability 1 and ultimate ability to protect teammates. Therefore, we have improved the responsiveness of these abilities, hoping that this diligent little monster will be more appreciated by everyone.
Ability 1 [Sweeping Time]:
Allows movement while casting.
Ultimate Ability [Nice and Clean]:
Allows movement while casting.
Susabi
Susabi's Ability 1 [Falling Star] relies too heavily on the control effect of Ability 2 [Heavenly Spheres], making his damage output inconsistent and overly linking two abilities that should be used independently. To address this, we have reduced the interval between each damage segment of Falling Star, aiming to maintain a reliable hit rate without forcing reliance on the control ability. As a trade-off, we have slightly reduced its Ability Power scaling.
Ability 1 [Falling Star]:
Damage delay adjusted from 0.25/0.55s to 0.15/0.3s.
Ability Power bonus from 3rd-stage damage adjusted from 30%/30%/45% to 25%/25%/40%.
Kani Hime
Kani Hime currently feels too sluggish, making it difficult for her to keep up with the battle pace and smoothly chain her abilities. We aim to make her feel slightly more responsive, reducing the negative experience from her controls while maintaining her role as a tank.
Ability 1 [Conch Hammer]:
Reduced lag time after using abilities.
Ultimate Ability [Conch Maelstrom]:
Reduced landing lag time.
Asura
Asura's Rationality loss is a crucial mechanic, but now this effect seems overly negative and insignificant. His combat capabilities should be enhanced.
Trait [Son of Darkness]:
After losing [Rationality], basic attacks no longer restore [Rationality]. The duration of Rationality-deprived state is reduced from 15s to 6s.
When losing [Rationality], gains 40% Attack Speed, 5% Life Steal, and 40 extra Attack Range.
When losing [Rationality], the additional damage from each basic attack is increased from (+7*Current Level) (+10% Bonus Attack) to 15(+10*Current Level) (+20% Bonus Attack).
Anna Kyoyama
Anna Kyoyama's Zenki and Goki disappear immediately when they exceed the control range, resulting in significant losses if players misposition or retreat to avoid combat. We aim to reduce this penalty appropriately while considering players' strategic use of distance to prematurely trigger the cooldown of Ability 1.
Ability 1 [Zenki and Goki]:
Zenki and Goki will not immediately disappear after leaving the ability range but will vanish after a short duration. If Zenki and Goki still disappear after being pulled away, the cooldown time of Ability 1 will be reduced by that duration.
Hannya
Hannya relies heavily on the ultimate ability [Inner Demon] for combat, often missing battle opportunities during its cooldown. To address this, we have decided to reduce the individual impact of [Inner Demon] while also shortening its cooldown, encouraging players to engage in battles more frequently.
Ultimate Ability [Inner Demon]:
Melee form duration reduced from 15s to 10s.
Adjusted cooldown from 80/75/70s to 70/65/60s.
Sasori
When assessing the balance between direct damage and stacked poison damage in Sasori's overall damage composition, we considered several factors. First, as a Ninja shikigami, she should deliver a significant amount of direct burst damage. Second, we want her damage output to be more focused during direct confrontations, rather than spread out over time after the engagement, as the latter leads to less satisfying and asynchronous interactions. Lastly, we aim to reduce damage variability to improve predictability for both players.
Trait [Scorpion Venom]:
Reduced damage per second; reduced bonus attack.
Ultimate Ability [Venom of a Hundred Scorpions]:
Increased extra Attack bonus.
Izaya
Izaya has a hidden trick where casting Ability 2 [Brocade] in reverse can extend the range of Ability 1 [Shrill Shuttle], making her overly powerful and creating an unhealthy skill ceiling. Additionally, Ability 3 [Different Paths] frequently mis-teleports teammates, resulting in a negative experience that is more harmful than beneficial to the team.
Ability 1 [Shrill Shuttle]:
Changes the direction Ability 2 faces.
Ability 3 [Different Paths]:
Removed the effect of teleporting teammates.
Hako Shoujo
Hako Shoujo's Ability 1 [Glittering Light] currently has a low hit rate, requiring high precision to land effectively. To improve her gameplay experience, we have slightly reduced the bullet explosion delay.
Ability 1 [Glittering Light]:
Bullet explosion delay adjusted from 0.3s to 0.25s.
[Heian-kyo Showdown Adjustment]
To enhance the high-level gameplay of the Heian-kyo Showdown, the following changes have been made:
1. The Heian-kyo Showdown for S28 will no longer start simultaneously with the Ranked Match, but will instead start two weeks later (on January 3, 2025) at midnight.
2. Starting from Season S28, the entry requirements for Heian-kyo Showdown have been updated as follows: Players must achieve Grand Onmyoji 10 Fire or higher in the current season's Ranked Match or Grand Onmyoji 20 Fire or higher in the previous season. Meeting either condition will grant entry.
3. With the adjustment of the entry requirements, the tiers and ranges of the Heian-kyo Showdown titles have also been adjusted. In addition to the original Heian-kyo Otaku (ranking 301-1,000), Heian-kyo Senpai (ranking 151-300), and Heian-kyo Guru (ranking 11-150), a new Heian-kyo Master tier title (ranking 1-10) has been added.
4. Heian-kyo Showdown titles will now be settled bi-weekly on Mondays at 5:00 AM, in addition to the end-of-season tier settlement. Titles and corresponding rewards will be distributed based on real-time rankings at the time of each settlement. Please note that these adjustments will not affect the distribution of Daruma season rewards or weekly win rewards.
[Supreme Onmyoji Adjustment]
1. The Supreme Onmyoji title no longer requires weekly ranking certification. Once a Grand Onmyoji reaches 26 Soul Fire, they will automatically become a Supreme Onmyoji.
2. The solo queue restriction for Supreme Onmyoji has been removed, allowing duo and trio queues.
3. Ranked Tier Honor will now be awarded at the end of the Ranked Match season. The Supreme Onmyoji title will no longer depend on season-end rankings and instead only needs to be achieved at any point during the season.
[Free Shikigami Lineup Adjustments]
We will change the lineup of the limited-time free shikigami at 5:00 AM on 12/23. The new free shikigami will be Miketsu, Akaname, Kyonshi Imoto, Kamimai, Kingyo, Ebisu, Kosodenote, and Kisei.
Onmyoji who own the God of Fortune Month Pact will have the additional free Shikigamis, Hangan and Onikiri.
Of these shikigami, Kosodenote and Kisei have a difficulty of Extreme. Onmyoji who have been in Heian-kyo for less than 7 days can't use them in battle for free.