Balance Patch Note — April 17th
In the previous season, we introduced significant base stat buffs to Epic through Mythic-tier Ragmons, allowing them to make a meaningful impact from Level 1. However, internal battle data — along with feedback from the community — revealed that several high-rarity units were exerting too much influence too early, limiting counterplay and skewing the strategic landscape.
This patch serves as a rebalancing effort to restore fairness and depth to the battlefield. While we’re reverting growth rates to their original structure, the core design direction — ensuring each rarity tier delivers impact worthy of its value — remains unchanged.
For Epic to Mythic Ragmons, growth performance is still tuned above the levels seen prior to the April 10 update, preserving their unique strength while keeping the game healthy.
Growth Rate Restoration
Mythic: 6.6% → 10%
Legendary: 7.7% → 10%
Epic: 8.85% → 10%
Rare: 10% (Unchanged)
Common: 10% (Unchanged)
Guardian
Melee Guardian (Right)
Now a true guardian.
With a noticeably extended attack radius, the Melee Guardian can finally do more than just stand in the way — it can strike first and hold the front with real authority.
[Buff] Attack Radius: 5.0 → 6.0
Common Ragmons
Poring
Soft and squishy — but now with a bit more patience.
Once known for its quick leaps into battle, Poring now enters with a slower pace and a shorter reach.
[Nerf] Attack Radius: 1.0 → 0.8
[Nerf] Deploy Time: 0.8 sec → 1.4 sec
Yoyo
Small, but packing a bit more punch.
A modest boost in damage makes Yoyo’s early pokes more noticeable. It’s still cute — just a little more serious now.
[Buff] LV1 Attack Damage: 75 → 80
Creamy
Smoother, faster, stronger.
With improvements to both damage and attack speed, Creamy’s flutter is now more than just a visual — it hits.
[Buff] LV1 Attack Damage: 85 → 90
[Buff] Attack Speed: 1.4 sec → 1.3 sec
Lunatic
The rampaging rabbit takes a breather.
Lunatic now enters the battlefield a bit slower and more composed — but don’t let your guard down just yet.
[Nerf] Move Speed: 3.6 → 3.1
[Nerf] Deploy Time: 1.0 sec → 1.4 sec
Spore
Not weaker — just more toxic.
We’ve scaled back Spore’s overwhelming survivability by adjusting its cost, range, and lifetime. But as always, its true threat still lies in the poison.
[Nerf] Soul Cost: 3 → 4
[Nerf] Attack Radius: 3.4 → 3.0
[Nerf] Curse Lifetime: 20 sec → 12 sec
Stone Shooter
Still heavy-hitting — just less overwhelming.
Its range and duration have been trimmed, but with slightly faster tempo. It may no longer dominate the entire field, but in the right hands, it can still turn the tide.
[Nerf] Soul Cost: 5 → 6
[Nerf] Curse Lifetime: 16 sec → 12 sec
[Nerf] Attack Radius: 18.0 → 17.0
[Buff] Attack Speed: 4.0 sec → 3.8 sec
Rare Ragmons
Grizzly
The field’s true ruler returns.
With boosts to HP, damage, and attack range, Grizzly is now fully equipped to hold the front as a durable tower-style bruiser.
[Buff] Attack Radius: 3.6 → 4.0
[Buff] LV1 HP: 3,000 → 3,200
[Buff] LV1 Attack Damage: 190 → 220
Disguise
Silent but consistent.
A slight increase in range gives Disguise more stability in basic attack control. It may not be flashy, but it gets the job done.
[Buff] Attack Radius: 3.2 → 3.4
Goblin (Axe)
Axes now count as long-range weapons.
With more reach during its forward swing, Goblin (Axe) gains better real-world usability. Strike before the enemy does.
[Buff] Attack Radius: 2.0 → 2.5
Peco Peco
Peco Peco levels up.
A boost to its short range makes it more effective in close quarters. It’s still small, but its presence on the battlefield just got bigger.
[Buff] Attack Radius: 2.1 → 2.5
Savage Babe
Cute charge, now with more impact.
With increased range, Savage Babe lands its rushes more reliably. Timing your charge just got a little more rewarding.
[Buff] Attack Radius: 2.1 → 2.5
Kobold Leader
Leadership, with range.
A wider attack radius means Kobold Leader can now reach even backline enemies. Finally living up to the name.
[Buff] Attack Radius: 2.6 → 3.0
Harpy
Striking from above, refined.
Improved range helps Harpy re-establish its role as a core air unit. A cleaner dive for a sharper hit.
[Buff] Attack Radius: 3.4 → 3.6
Epic Ragmons
Growth rate restored: 8.85% → 10%
Following the adjustment, several Epic Ragmons have been [Rebalanced] to align their early-game power with their newly restored growth potential.
Deviruchi
The devil is in the details.
Slight reductions to HP and damage help tone down Deviruchi’s early-game dominance — though it’s still no pushover.
[Rebalanced] LV1 HP: 1,210 → 1,185
[Rebalanced] LV1 Attack Damage: 165 → 160
Holden
Optimized for real battles.
A small stat adjustment brings Holden into a more balanced state, improving its fit within a wider range of team comps.
[Rebalanced] LV1 HP: 517 → 505
[Rebalanced] LV1 Attack Damage: 160 → 155
Hornet
The sting still hurts.
Slightly reduced stats to keep Hornet in check — but it’s still fast, agile, and very much a threat.
[Rebalanced] LV1 HP: 825 → 805
[Rebalanced] LV1 Attack Damage: 116 → 110
Leaf Cat
The claws take a short break.
Its sharp early-game presence has been slightly dialed back to better fit frontline balance. Still cute. Still dangerous.
[Rebalanced] LV1 HP: 55 → 50
[Rebalanced] LV1 Attack Damage: 55 → 50
Sohee
Even elegant spirits need balance.
Slight reductions across the board make Sohee more timing-reliant — but her graceful style remains untouched.
[Rebalanced] LV1 HP: 209 → 205
[Rebalanced] LV1 Attack Damage: 88 → 85
[Rebalanced] Skill — LV1 Water Strike Damage: 106 → 102
Banshee
Still haunting, but a little softer.
Her presence is unchanged, but her damage has been tuned for a more balanced battlefield performance.
[Rebalanced] LV1 HP: 572 → 560
[Rebalanced] LV1 Attack Damage: 242 → 235
Steam Goblin
Overheating prevented.
Steam Goblin’s performance has been slightly toned down for stability — but the engine’s still running hot.
[Rebalanced] LV1 HP: 1,320 → 1,290
[Rebalanced] LV1 Attack Damage: 517 → 505
Dracula
Balance, with a thirst for blood.
While his base stats have been reduced, the improved drain effect demands better timing — and rewards it.
[Rebalanced] LV1 HP: 1,320 → 1,290
[Rebalanced] LV1 Attack Damage: 495 → 485
[Buff] Skill — LV1 Blood Drain Value: 172 → 181
Alice
Even maid power needs balance.
Slight nerfs across stats and skills bring Alice back to a more grounded state — but she’s still the queen of clean teamplay.
[Rebalanced] LV1 HP: 385 → 375
[Rebalanced] LV1 Attack Damage: 88 → 85
[Rebalanced] Skill — LV1 Maid Shield: 154 → 150
[Rebalanced] Skill — LV1 Broom Swinging: 132 → 128
Whisper
Softly balanced.
Whisper’s quiet pressure has been slightly reduced, with small adjustments to both health and damage. Still calm. Still effective.
[Rebalanced] LV1 HP: 138 → 135
[Rebalanced] LV1 Attack Damage: 83 → 80
Legendary Ragmons
Growth rate restored: 7.7% → 10%
Select Legendary units have been [Rebalanced] to better reflect their rarity without overwhelming the battlefield too early.
Chimera
Power dialed back, at the right time.
Chimera’s overwhelming pressure has been eased through adjustments to HP and damage. It still hits hard — just not as relentlessly.
[Rebalanced] LV1 HP: 3,509 → 3,200
[Rebalanced] LV1 Attack Damage: 702 → 640
King Alligator
The king takes a breather.
His infamous chomp has been softened with tweaks to HP and damage — still dangerous, but not terrifying.
[Rebalanced] LV1 HP: 1,210 → 1,100
[Rebalanced] LV1 Attack Damage: 218 → 200
[Rebalanced] Skill — LV1 Rush Attack Damage: 436 → 400
Medusa
Timing over power.
Reduced stats but increased attack speed open up new ways to play Medusa. Her stare still stuns — just with a faster rhythm.
[Rebalanced] LV1 HP: 1,573 → 1,430
[Rebalanced] LV1 Attack Damage: 895 → 815
[Buff] Attack Speed: 3.8 sec → 3.65 sec
Scorpion King
No extra sting this time.
We’ve adjusted Scorpion King’s attack and skill damage to reduce his overwhelming presence in the mid-to-late game.
[Nerf] LV1 HP: 6,050 → 5,500
[Nerf] LV1 Attack Damage: 327 → 300
[Nerf] Skill — LV1 Poison Break Damage: 59 → 54
Zherlthsh
Still seductive, but less terrifying.
HP and damage have been scaled down to better control her influence on the battlefield — though her AoE still punishes poor positioning.
[Rebalanced] LV1 HP: 1,113 → 1,015
[Rebalanced] LV1 Attack Damage: 290 → 265
[Rebalanced] Skill — Lick (Boss Invade) Effect Value: 290 → 265
Mythic Ragmons
Growth rate restored: 6.6% → 10%
To maintain long-term balance, Mythic Ragmons have been [Rebalanced] with adjusted base stats — ensuring they remain powerful, but not oppressive from the start.
Maya
Even queens need balance.
Adjustments to damage and skill power ease Maya’s overwhelming early-game momentum. She’s still strong — just not ruling the field alone.
[Rebalanced] LV1 HP: 2,862 → 2,400
[Rebalanced] LV1 Attack Damage: 240 → 200
[Rebalanced] Skill — LV1 Ant Bomb (Main) Damage: 360 → 300
[Rebalanced] Skill — LV1 Ant Bomb (Extra) Damage: 120 → 100
Baphomet
Presence preserved, power refined.
His HP and base damage have been lowered, but the threat of his skill remains. Now’s the time to show what real control looks like.
[Rebalanced] LV1 HP: 4,326 → 3,650
[Rebalanced] LV1 Attack Damage: 799 → 675
[Rebalanced] Skill — LV1 Brandish Spear Damage: 559 → 473
Zenobia
Healing is stronger with restraint.
We’ve adjusted her healing output and cooldown to address spam potential. Now, well-timed heals feel more strategic and rewarding.
[Rebalanced] LV1 HP: 1,198 → 1,000
[Rebalanced] LV1 Attack Damage: 166 → 120
[Rebalanced] Skill — LV1 Angel Area: 84 → 65
[Rebalanced] Skill — Highness Heal (Ally): 192 → 140
[Rebalanced] Skill — Highness Heal (Guardian/Nexus): 192 → 140
[Rebalanced] Skill — Highness Heal Interval: 4.0 sec → 5.5 sec
Nidhoggr’s Shadow
Balance from the shadows.
With reductions to HP, damage, and breath power, Nidhoggr’s solo-dominance has been toned down — now requiring more deliberate use to shine.
[Rebalanced] LV1 HP: 1,997 → 1,690
[Rebalanced] LV1 Attack Damage: 1,331 → 1,125
[Rebalanced] Skill — LV1 Darkness Breath Damage: 512 → 433
Kiel-D-01
Even machines need balance.
Adjustments to HP and damage reduce Kiel-D-01’s overly precise destruction. Skill timing now matters more than ever.
[Rebalanced] LV1 HP: 1,930 → 1,630
[Rebalanced] LV1 Attack Damage: 233 → 200
[Rebalanced] Skill — LV1 Lex Aeterna: Kiel Damage: 466 → 400
[Rebalanced] Skill — LV1 Swift Bash Damage: 466 → 400