Balance Patch Notes – June 18, 2026

Balance Update / 6.18.2026

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Lothor

Lothor

Darkened Strikes
– Fixed a bug that allowed activation of the ability during an Interrupt hit reaction

Shattering Flight v2
– Removed Gain +1 EP on activation

Windwalk Rain v2
– Removed Gain +1 EP on activation

Dark Eruption
– Decreased Damage

Rejection
– Remove ability to Dash Cancel after the 1st attack


Lord Drakkon

Lord Drakkon

Thunder Slash (New)
– Increased startup speed (Fast)
– Increased range (Mid — Full screen)
– Increased Damage
– Increased number of hits from 1 to 3
1st and 2nd standing hit = Sweep; 3rd = Knockdown
– 1st and 2nd air hit = Interrupt; 3rd = Knockdown
– Increased EP cost from 2 to 3
– Dodge Projectile remains active till final hit
– Dash Cancel allowed before the 1st hit

Thunder Slash v2 (New)
– Automatically activates when ability is activated up close and victim is close to the ground
1st standing hit = Sweep; 2nd = Knockdown
– 1st air hit = Interrupt; 2nd = Knockdown
– Startup speed = Fast
– Dash Cancel allowed before the 1st hit

Furious Blade Combo
– Added Dash Cancel before the 1st hit
– Dash Cancel forward before the 1st hit = Furious Blade Combo v2
– Dash Cancel back = Dodge Back

Furious Blade Combo v2
– Proceeds to Furious Blade Combo’s 2nd attack
1st hit = Launch
– Startup speed = Fast
– Damage = Low
– Gain +1 EP

Corkscrew Torpedo
– Increased range = 1st attack’s collider moved forward to match VFX

Surge Cyclone v2 (New)
– Fixed missing Attack Icon when activating the ability


Trent Fernandez

Trent Fernandez-Mercer


Laser Arrows v2
– Fixed a bug that allowed casting the ability 2x in a row


Deker

Deker

Taunt 3
– Removed crit bonus


Merrick Baliton

Merrick Baliton

Lunar Stacks
– Changed so that Stacks now decrease when landing on the ground during juggles instead of taking damage

Lunar Cue
– Increased startup speed and overall animation speed
– Changed 1st attack’s air hit reaction from Interrupt to Floor
– Changed 2nd attack’s standing hit reaction from Interrupt to Sweep
– Changed 3rd attack’s air hit reaction from Stagger to Knockdown

Ancient Warrior
– Increased startup speed and overall animation speed
– Increased range
– Changed 1st attacks standing hit reaction from Interrupt to Sweep
– Changed EP cost from 4 to 3
– Removed Dash Cancel window after the 1st hit

Moon Slash
– Level 0 = no change
– Level 1 = Increased jump height and Increased recovery speed
– Level 2 = Increased jump height and Increased recovery speed
– Level 3 = Increased jump height and extended hang time mid-air (the one with the moon) and Increased recovery speed
– Level 3 = Changed required Stack charge from 5 to 6
– Elevated hurt box
– Decreased Damage slightly

Howling Wolf
– Changed 1st 2nd and 3rd hit reaction from Interrupt to Recovery
– Level 0 to 2 = no change
– Level 3 = Increased range
– Level 3 = Changed required Stack charge from 5 to 6
– Increased Damage
– Increased EP cost from 4 to 5

Laser Pool (Super)
– Changed super meter gain from only taking damage to taking and dealing damage
– Changed dmage distribution = back loaded
– Decreased startup speed
– Increased recovery speed on miss

Lunar Sniper (Assist)
– Changed spawn point from behind the Leader to the Leader’s current position
– Changed enter animation to dash forward
– Increased range
– Increased Damage


Taylor Earhardt

Taylor Earhardt

Delta Strikes
– Changed damaged distribution = front loaded
– Changed 1st attack’s air hit reaction from Interrupt to Floor
– Changed 2nd attack’s standing hit reaction from Stun to Sweep
– Increased range of 2nd attack slightly

Soaring Darts
– Changed projectile direction from diagonal down/forward to forward
– Increased startup speed
– Increased recovery speed
– Increased Damage

Excemption Nudge
– Increased startup speed
– Increased range slightly
– Increased Damage
– Changed EP cost from 3 to 2
– Increased Recovery speed

Lofty Kick
– Decreased Damage
– Increased startup speed

Swooping Dagger
– Adjusted collider to match VFX; effectively increasing its range
– Decreased startup speed
– Changed Clash Icon so it appears on enter instead of during the attack
– Increased Damage
– Changed EP cost from 6 to 4


Robo Knight

Robo Knight

Maximum Force (Reworked) (New)
– Instantly dashes forward into a vertical slash, then a vertical slash up followed by a horizontal slash and finishes with a strong 2-handed vertical slash
– Transitions to Attack sequence when in proximity during dash (instant when up close)
– 1st attack’s standing and air hit reaction = Interrupt / Floor
2nd attack’s standing and air hit reaction = Sweep / Interrupt
– 3rd attack’s standing and air hit reaction = Sweep / Interrupt
– 4th attack’s standing and air hit reaction = Knockdown / Knockdown
– Added Dodge Projectile during dash up to the 1st attack
– Dash Cancel window 1 on startup during the dash up to before the 1st attack
– Dash Cancel window 2 after the 1st attack up to before the 2nd attack
– Damage Decreased
– Changed EP cost from 4 to 3
– Dash Cancel back on startup (before the 1st attack) to transition to Maximum Force v2

Maximum Force v2 (New)
– Immediately lunge back then lunge forward into a 3 hit combo
– Standing hit reactions = Sweep, Sweep, Knockdown
– Air hit reactions = Interrupt, Interrupt, Knockdown
– Has i-frames on startup during the lunge back portion
– Has Dodge Projectile throughout enitre move

Silver Slash
– Increased number of hits from 1 to 4
– Increased startup speed; Additional hits added during the sword spin
– Additional standing and air hits = Sweep / Interrupt
– Increased Damage
– Decreased Recovery speed slightly

Rapid Flurry (Reworked) (New)
– Reduced number of hits from 9 to 5
– Changed so that the 1st attack from a distance is a projectile shot (blaster)
– 1st projectile standing hit reaction = Interrupt
– Changed so that the 1st attack from up close is a melee attack (kick)
– 1st melee attack’s standing hit reaction = Stagger

Blasterize (Reworked) (New)
– Increase projectile speed
– Changed all projectiles to shoot towards the ground in a staggered formation
– Only the ground explosion can hit the opponent
– Ground explosion only hit standing and low airborne opponents
– Total damage now combined in 1 explosion
– Explosion hit reaction = Launch

Target Practice (Reworked) (New)
– Increased projectile speed
– Increased number of shots from 3 to 6 but only 5 of 6 can hit when activating the ability
– Increased startup speed
– Downward shot increased to 2 in a spread pattern (only 1 of 2 can hit)
– Downward projectiles does not hit opponent. The explosion off the ground has the active frames but can be dodged
– Ground explosions can only hit standing opponents or airborne opponents close to the ground
– Forward to upward shot increased to 4 shots (all shots can hit)
– When ability is activated close the opponent then it will automatically transition to a back dash after the downards shots and proceed firing the forward to upwards shots
– Increased Damage