As we get closer to Season 20 we want to give a complete rundown on the changes players can expect during the season. Season 20’s blog post detailing all the new toons which will be released is arriving on Monday.
In season 20, we’re approaching the season of spooks and living nightmares roaming around the World of Mayhem! For this season, we’ll begin revisiting most of the old halloween favorites, introducing another of the iconic Looney Tunes villains, wrapping up the Vintage toons and continuing with our balancing efforts on teams that have been long dominant.
The Zombies and Horror Teams
In this season, we’ll introduce a new Legendary as the leader of the Horror Team. However, as this is a team with an already beloved toon as its leader, we’ll be making changes to Zombie Sam, so that he can lead the new upcoming horde of the Zombie team as well as keep his synergy with the old Horror crew – having both the Zombie and Horror Themes.
As only 1 new Horror toon will be making its way into the game, you can also expect a rework to the current Horror Team so they can keep up with the other, well, horrors of the halloween season.
Here’s a sneak peek into the new Horror Legendary skill and the to-be introduced Zombie Theme Passive:
First, let us thank you for bearing with us after the last round of changes. While we understand that they did have a heavy impact, be assured that feedback has been collected (and will continue to be), and we are keeping options open to revisit the changes introduced in season 19 in the future, as balance discussions are permanently ongoing.
Continuing with our efforts to diversify the competitive teams, this time we’ll be revisiting the Aristocrats. As we’ve been reworking toons, the incredible power of consistent counter attacks with the powerful synergies in the team have made them a mainstay in defenses which demand very specific answers as counterplay.
Our aim this time is to reduce the overall power of the team, while making sure their unique strengths remain in place, but with a broader range of counters.
Besides them, we’re also propping up somewhat recent reworks as well as changing things around a bit for some newly released teams so they can compete with their peers on a more equal footing.
We are, of course, still discussing what changes can be made to bring up underperforming teams and turn down a notch in other hyper-dominant teams, which we’ll keep rolling out in future seasons.
These are the planned changes for season 20 – although keep in mind some of these values might not be final:
Countess Penelope has certainly left her mark in every competitive game mode she participates in, as she’s not only the powerful leader of the Aristocrats, but also an incredible defender even when separated from her team.
As the character has access to many powerful defensive passives that demand very specific counterplay, we’re introducing a theme restriction to Palace Walls, reducing Noble Cause’s overall power and introducing some counterplay, as well as reducing the oppressiveness of AoE Basic Attacks on the Aristocrat toons, which will make Cutting Remark weaker when used as counter attacks.
|Cutting Remark||Deal 85% damage to all enemies, granting all Aristocrat team members Attack Up for 2 turns.||Deal 55% damage to all enemies, granting all Aristocrat team members Attack Up for 2 turns. During this toon’s own turn, this attack deals an additional 30% damage.|
|Noble Cause||Unless incapacitated, whenever an Aristocrat team member has 3 or more of the same debuff, remove those debuffs.||Unless Incapacitated or Silenced, whenever an Aristocrat team member has 4 or more of the same debuff, remove those debuffs.|
|Palace Walls||In Alliance Wars this toon has +10% stats, Belle of the Ball steals an extra Attack Up from each enemy, and while this toon is in battle, your team has +20% Defense and +100% resistance to stun.||In Alliance Wars this toon has +10% stats, Belle of the Ball steals an extra Attack Up from each enemy, and while this toon is in battle, Aristocrat team members have +20% Defense and +100% resistance to stun.|
Fair Lady Melissa
While Countess Penelope leads, Fair Lady Melissa doesn’t follow too far behind as the second Aristocrat team member who fits in very well in mixed teams. As the Aristocraft defender is already bearing a lot of changes, we’re mostly modernizing Fair Lady’s skills, and shifting her power level slightly by moving some power from her passive skills to the active ones and removing the theme-gating from some passive effects.
|Save Me!||Deal 100% damage to target enemy, removing 3 Buffs.||Deal 100% damage to target enemy, removing 3 Stat Up or Special Stat Up.|
|Simply Delighted||When an Aristocrat team member counters, heal them for 20% of their Max Health, granting Defense Up if they are a Defender, Attack Up if they are an Attacker, or Speed Up if they are a Support.||When a team member counterattacks, unless Incapacitated, heal them for 20% of their Max Health. If they are an Aristocrat, also grant Defense Up if they are a Defender, Attack Up if they are an Attacker, or Speed Up if they are a Support.|
|My Savior!||Deal 135% damage to target enemy, applying a Defense Down for 2 turns for each time this toon has performed a counterattack this battle.||Deal 135% damage to target enemy, inflicting 3 Defense Down for 2 turns. Inflict an additional Defense Down (up to 5 additional) for 2 turns for each time this toon has performed a counterattack this battle.|
|Keep Away From Me!||Once per turn, when an enemy is damaged by a counterattack, apply 3 Defense Down to them for 2 turns. This toon has +100% Counter Chance.||Reduced Defense Down duration|
Once per turn, when an enemy is damaged by a counterattack, inflict 3 Defense Down. This toon has +100% Counter Chance.
|A Lady’s Touch||Once per battle, when an enemy is hit by a counterattack, Stun them and Silence all support enemies.||Once per battle, when an enemy is hit by a counterattack, unless Incapacitated, Stun them and Silence all support enemies.|
|Sweet Stuff||Remove 3 random buffs from target enemy, granting your team 2 Attack Up for 2 turns and healing the ally with the least Health for 105% heal-power. If this toon is on Defense, grant your team an additional Attack Up.||Remove 5 random Stat Up or Special Stat Up from target enemy, granting your team 2 Attack Up for 2 turns and healing the team member with the least Health for 105% heal-power. If this toon is on Defense, grant your team an additional Attack Up.|
Grand Duke Sylvester
Since we’re revisiting the team, we’re just updating Grand Duke’s AoE special attack to follow modern standards by adding a warm-up to AoE special attacks.
|Duke’s Fury||Deals 100% damage to all enemies. This attack deals 100% extra damage against Hidden enemies.||Warm Up of 1 turn added, otherwise unchanged|
Grand Dukeling Sylvester Jr.
Similarly to Countess Penelope, we’re reducing the amount of damage Grand Dukeling’s counter attacks should do, as well as introducing a Warm-Up to his own AoE special attack.
|Flurrious Foil||Deal 85% damage to all enemies, granting all aristocrat team members Attack Up for 2 turns.||Deal 55% damage to all enemies, granting all Aristocrat team members Attack Up for 2 turns. During this toon’s own turn, this attack deals an additional 30% damage.|
|Candlelight Duelist||Deal 100% damage to all enemies, dealing +50% damage to and removing 20% Turn Meter from Hidden enemies.||Warm Up of 1 turn added, otherwise unchanged|
Bugs the Brave
As versatile as the Knight’s leader can be, Bugs the Brave does suffer from very long cooldown on key skills. We’re reducing the cooldown of both Gallant Display and Hero’s Mercy to better give him access to his defensive utility.
|Gallant Display||Gain Taunt and 5 Defense Up for 2 turns. Gain 2-3 Stat Up for 2 turns for each ally.||Cooldown reduced from 3 to 2, otherwise unchanged|
|Hero’s Mercy||Heal all allies for 80% heal-power, granting them 3 Defense Up for 3 turns.||Cooldown reduced from 3 to 2, otherwise unchanged|
As brought up by many savvy players, after the Masterminds rework, K-9 introduced an element of randomness due to how speed values ended up working out in tandem with his archetype passive possibly changing turn order by randomly granting Speed Ups. To give a bit of quality of life to the team and keep the team’s offensive oriented nature, we’re swapping K-9’s archetype skill.
|Archetype Skill||Inspiring Presence:|
When battle begins, grant all team members 2-3 Stat Up for 3 turns.
When battle begins, inflict 2-3 Defense Down on all enemies for 3 turns.
We went a bit off track when giving this innocent child his stats, so we’re redistributing them as to better reflect his role in the Vintage team as the naughty prankster:
|Stat||Old Value||New Value|
When we last reworked pirates, the ACME Computers were going a bit crazy and his statline was never correctly adjusted to the same spot as the other Pirates, so here’s some long due adjustments:
|Stat||Old Value||New Value|
As we move towards the halloween season, we’re reworking all our Horrors toons! Zombie Sam will be undergoing a more sizable change to also slot in as the leader of the horde of Zombie toons!
|Stat||Old Value||New Value|
|Ax Murderer||Deal 110% damage to target enemy, gaining 5% Turn Meter for each Monster ally.||Deal 90% damage to target enemy, granting your team 5% Turn Meter for each Monster ally.|
|Oust the Intruder||Grant all alies +50% Attack until the end of their next turn, and +10% Speed for the rest of battle if they are a Monster. Grant Horror team members Sure Critical as well.||Description rewrite, otherwise unchanged|
Grant all alies +50% Attack until the end of their next turn, and +10% Speed for the rest of battle to all Monster allies. Grant Horror team members Sure Critical as well.
|Mad Science||This toon Heals for 10% Max Health at the start of it’s turn for each Monster ally on the team. While this toon is in battle, Monster allies Heal for 10% Max Health at the start of their turn.||This toon Heals for 10% Max Health at the start of it’s turn for each Monster ally on the team. While this toon is in battle, Monster allies Heal for 10% Max Health at the end of their turn. While in Alliance Wars, the healing effects are doubled.|
|Flip the Switch||Deal 150% damage to target enemy, Flipping 4 of their buffs and gaining Hidden.||Deal 150% damage to target enemy, Flipping 4 Stat Up and 4 Special Stat Up and gaining Hidden.|
|It’s Aliiive||Revive a random ally at 50% Max Health. It becomes a Monster for the rest of battle. If the ally is a Horror toon, grant it 3 Speed Up and Hidden.||Heal your team for 100% heal-power and Revive a random ally at 50% Max Health. It becomes a Monster for the rest of battle. If the ally is a Horror toon, Cleanse it of all Debuffs and grant it Hidden.|
|Stat||Old Value||New Value|
|Wrapped Up||Gain 2 Critical Chance Up for 2 turns and deal 95% damage to target enemy||Deal 100% damage to target enemy, granting Critical Damage Up to all team members.|
|Eternally Bound||Once per battle, whenever this toon falls below 50% Max Health, it Curses the enemy with the most Health. While that enemy is in battle and whenever this toon is defeated, this Toon is Revived with 70% Max Health at the start of the Cursed enemy’s turn.||When this toon falls below 50% Max Health for the first time, it Curses the least injured enemy. While this toon is defeated, at the start of the Cursed enemy’s turn, it Revives this toon at 50% Max Health.|
|Natron Shower||Grant 2 Speed Up for 2 turns to all team members with Critical Chance Up or Sure Critical and 2 Heal Over Time for 2 turns to all Hidden team members. Gain 55% Turn Meter.||Gain Hidden. Then grant 2 Speed Up and 2 Attack Up to all team members and Critical Chance Up for 2 turns to all Hidden team members. Gain 25% Turn Meter. While in Alliance Wars, grant Piercing Up to all team members as well.|
|Lasting Heart||Whenever any Toon is defeated, all Horror Team Members gain Critical Chance Up and Critical Damage Up for the rest of battle.||Whenever any toon is defeated, grant all team members 2 Attack Up, and grant all Horror team members Critical Chance Up and Critical Damage Up for 3 turns as well.|
|Call from Beyond||Deal 90% damage to all enemies with 50% lifesteal. (This attack can be a critical hit)||Warmup increased by 1|
Deal 90% damage to all enemies with 50% lifesteal. While this toon is Hidden, this attack has +50% Critical Chance. This attack can be a critical hit.
Ralph the Vampire
|Stat||Old Value||New Value|
|Snack||Deal 110% damage to target enemy, stealing 3 Stat Ups.||Deal 100% damage to target enemy, stealing 3 Stat Ups.|
|Life Drinker||While this toon is in battle, monster team members have +50% Lifesteal.||While this toon is in battle, monster team members have +50% Lifesteal. While this toon is Hidden, Horror team members have +15% Piercing.|
|Bloodlust||Deal 100% damage to all enemies inflicting each with 3 Tenacity Down for 2 turns. Grant each Horror team member 3 Debuff Resistance Up.||Warmup increased to 1|
Deal 90% damage to all enemies inflicting each with 3 Tenacity Down for 2 turns and granting Horror team members 3 Debuff Resistance Up. If this toon has a Horror ally, this can be a Critical hit.
|Murder the Moonlight||Grant this toon and all Support allies Hidden for 2 turns, then grant your team 2 Speed Up for 2 turns.||Grant this toon and all Support allies Hidden for 2 turns, then grant your team 2 Speed Up, 2 Piercing Up, and 2 Attack Up for 2 turns. While in Alliance Wars,grant your team Critical Chance Up as well.|
|Mostly Immortal||Once per battle, when this toon falls below 50% Health, gain Hidden and 3 Heal Over Time for 2 turns.||Once per battle, when this toon falls below 50% Health, gain Hidden and 3 Heal Over Time for 2 turns. Then, if this toon is defeated before the start of its next turn, it is Revived with 50% Max Health at the end of that turn.|
As we’re introducing a new team for Zombie Sam to lead, we’re giving some of his skill a complete makeover, but are also trying to keep his disposition towards his previous Horror crew in there:
- Theme: Added to the Zombie theme (Dual theme with Horror)
|Stat||Old Value||New Value|
|A Helping Hand||Deal 120% damage to target enemy. This has a +40% chance to be a Critical Hit.||Deal 100% damage to target enemy, inflicting 3 Attack Down.|
|Insane In Vain||At the start of this toon’s turn, it gains a Brainless counter. When this toon reaches 5 Brainless counters, it loses all counters and 30% of its health, gaining 50% extra attack for the rest of battle.||Whenever this toon uses a skill, it gains a Brainless counter. This toon has +10% Critical Hit Chance and +10% Critical Damage Up for each Brainless counter it has. While this toon has 5 or more Brainless, it has -50% Recovery and +35% Attack.|
|Aim for the Head||Gain Taunt and 2 Counter Chance Up, attacking the target enemy for 150% damage.||Deal 115% damage to target enemy, gaining Taunt, 3 Defense Up, and 2 Counter Chance Up. Once per battle, the first time any ally is defeated, unless Incapacitated, use this ability against the attacking enemy.|
|Dog of the Dead||The first time this Toon is revived, it gains Sturdy and Horror Team Members gain +30% Lifesteal for as long as this toon is in battle.||Total Rework:|
As long as 1 ally remains, the first time this toon is defeated, it is Revived with 50% Health at the end of the turn. While this toon remains in battle and has not yet been defeated, once per ally, Horror and Zombie toons are Revived with 50% Health at the end of the turn the first time they are defeated.
|Back for More||Deal 105% damage to all enemies, gaining 2 Critical Chance Up for 2 turns. (This can be a Critical Hit)||Warmup increased by 1|
Deal 90% damage to all enemies, inflicting 2 Speed Down. This can be a Critical Hit. The first time this skill is used after this toon is Revived, grant Sturdy to all Horror and Zombie allies.
|Brain Drain||Inflict 2-3 Speed Down on target enemy, then heal for 18% Max HP and remove all Brainless counters from this toon.||Lose all Brainless counters. For each counter lost this way, Heal for 15% Max Health and grant Attack Up for 2 turns to allied Attackers, Speed Up for 2 turns to allied Supports, and Defense Up for 2 turns to allied Defenders.|
|Army of the Dog||While this toon is in battle, the first time each Horror Team Member is defeated and isn’t the last Team Member in battle, they are Revived with 60% Health and gain 3 Critical Chance Up and 3 Critical Damage Up for the rest of battle.||Total Rework:|
While this toon remains in battle, enemies that damage or are damaged by Zombie team members are inflicted with Rotting (up to 10) for 5 turns.
The Halloween season trick and treats won’t end here, as both monsters and heroes are still wandering the very far off horizon, but we’ll follow up on those in next season’s blogpost!