Season 21 is right around the corner, and arriving with it is an even larger host of the nightmarish creatures that haunt the World of Mayhem. This season also brings to the forefront one of the heroes of these dark times, Petunia Unleashed! And from beyond the grave… well, not really beyond the grave, but from the heavens above and below, also come a few of the Divines, being reworked into a more structured team with some recent (-ish) additions to your collection. To top it all off, a few Rare reworks are being introduced to the Horror team!
Petunia Unleashed, an Unlikely Hero
This season will kick off with the introduction of Petunia Unleashed, a fierce survivor amidst the nightmarish Horrors & Mayhem. She has adapted her arsenal to fight the creatures of the night and, by luck, found a partner that was already hunting these terrors, mostly from atop a very creepy tower for whatever reason.
Alongside Petunia Unleashed, Van Wile will be receiving a rework and be changed to the Unlikely Hero theme, as they tag along as (for now) a duo, driving the hordes back. Here’s a sneak peek for both Petunia’s Leadership skill and the Unlikely Hero theme passive:
A season of Nightmares
With the release of Hyde Bugs and the Nightmare team now being complete, we’re propping up the Nightmare toon stats and reworking Sylvester the Investor’s leadership skill, with Horrify now being part of the to-be introduced Nightmare Theme Passive and a powerful synergistic effect added to round out the team. While the details will be in the Rework section, here’s a quick look at the Theme Passive and the reworked Leadership:
Balance Changes
Season 21 rolls around with few balance changes as we’re measuring the impact of the largest season 20 changes. While the team already has a few ideas nearly ready to go, we don’t want to jump the gun by doing too much at once.
We won’t stop working on underperforming teams, however, specially for teams that carry a lot of history and have as of recently not been able to be a staple anywhere. We want to make as many of these teams fun to use and fight against as possible, so we’ll continue to roll these out as either larger reworks or a smaller amount of balance changes in the seasons to come.
Here are the changes you can expect in Season 21:
Baseball (All Toons)
While we’re mostly satisfied with the baseball team, we missed the mark in a few critical spots that we hope to address with these changes:
Skill Name
Old
New
Baseball Theme Passive
–
Baseball toons inflict a Strike on all enemies whenever they Defeat an enemy with a Critical Hit. Enemies have -25% Debuff Resistance for each Strike they have.
Major League Speedy
The leader of the Baseball Crew was missing in a few spots, so we’re propping him up a bit so that he can better setup his team for battles:
Skill Name
Old
New
Strike Three!
Whenever a Baseball team member defeats an enemy with a Critical Hit, inflict all enemies with a Strike. Whenever an enemy has 3 Strikes, Defeat them.
Whenever an enemy has 3 Strikes, Defeat them. While this toon remains in battle, Baseball team members have +25% Critical Hit Chance.
Cleanup Hitter
Whenever this toon damages an enemy, it Cleanses 3 Stat Down from itself and inflicts them on the target enemy. Then, if this toon has no Stat Downs, it gains 3 Speed Up.
Whenever a team member lands a Critical Hit, gain Dodge Chance Up and Cleanses a random Stat Down, inflicting that Stat Down on a random enemy. Then, if this toon has no Stat Downs and once per each of this toon’s own turns, it gains 3 Speed Up.
Baseball Bugs
As the veteran of the team and it’s second attacker, we’re making sure Baseball Bugs can keep with recent attackers in terms of his ability to dish out the pain:
Stat
Old Value
New Value
Attack
317
341
Defense
240
260
Health
582
633
Speed
176
180
Reworks
Halloween keeps on going, and so do the reworks for both the characters that are good at coming back from the grave, as well as the ones who are good at making sure enemies stay in said grave
Dr Dawgstein
Stat
Old Value
New Value
Attack
222
305
Defense
177
240
Health
451
631
Speed
146
172
Skill Name
Old
New
Groundshaking Science
Deals 95% damage to all enemies, flipping 2 Buffs on each, and inflicting Stun on a random enemy.
Warmup increased to 1 Deals 95% damage to all enemies, Flipping 3 Stat Up on each, and inflicting Stun on a random enemy. This can be a Critical Hit.
Anatomical Knowledge
Cleanse 4 Debuffs from each team member, granting them Sure Critical. Heal Horror team members for 95% heal-power.
Cleanse 5 Stat Down from each team member and Heal them for 115% heal-power. Cleanse all Damage Over Time from each Horror team member and grant them Sure Critical.
Gory Harvest
Whenever a team member lands a critical hit, grant it 3 Heal Over Time. If that ally is a monster, grant it 20% Turn Meter.
Whenever a team member lands a Critical Hit, grant them 3 Heal Over Time. If they are a Monster, grant them +20% Turn Meter as well. While in Alliance Wars, unless Incapacitated, inflict Critical Defense Down on enemies whenever they are damaged by a Critical Attack.
Quicken the Blood
Whenever a team member gets Stunned, grant them 3 Speed Up for 2 turns.
Whenever a team member gets Stunned, grant them 3 Speed Up for 2 turns. If they are a Horror toon, unless Incapacitated, Inflict Damage Over Time for 3 turns on the enemy that inflicted the Stun.
Monster Foghorn
Stat
Old Value
New Value
Attack
228
306
Defense
220
286
Health
630
787
Speed
108
144
Skill Name
Old
New
Eye Throw
Deal 100% damage to target enemy, gaining 2 Defense Up for the rest of battle.
Deal 100% damage to target enemy, gaining 2 Defense Up for 2 turns.
Lightning Struck
Deal an undodgeable 140% damage to target enemy with 100% Lifesteal. This attack has +50% Critical Chance and +50% Critical Damage.
Gain Taunt and 3 Defense Up for 2 turns, dealing an undodgeable 140% damage to target enemy with 100% Lifesteal. This attack has +50% Critical Chance and +50% Critical Damage.
Bodies-Guard
Whenever an ally’s health falls below 35%, gain Taunt and 2 Defense Up for 2 turns, granting this toon and that ally Sure Critical.
Whenever an ally’s health falls below 35%, unless Incapacitated, gain Taunt and 2 Defense Up for 2 turns, granting this toon and that ally Sure Critical. While in Alliance Wars, gain +25% Max Health the first time this triggers.
Bad Memories
Whenever this toon takes or lands a critical hit, it gains 4 Speed Up.
Whenever this toon lands a Critical hit, it gains Counter Chance Up for 3 turns. Whenever this toon is damaged by a Critical Hit, unless Incapacitated, it heals for 10% Max Health.
Van Wile
Theme changed to Unlikely Hero (No longer part of the Hunter theme)
Stat
Old Value
New Value
Attack
238
325
Defense
202
243
Health
478
606
Speed
167
199
Skill Name
Old
New
Cryptic Contraption
Deal 100% damage to target enemy, gaining 2 Piercing Up.
Deal 100% damage to target enemy, gaining 2 Piercing Up. While in Arena, grant your team Piercing Up instead.
ACME Monster Cage
Deal 150% damage to target enemy, removing Taunt and 20% Turn Meter. If the target is a Monster, this is a Critical Hit.
Deal 130% damage to target enemy, removing Taunt and 20% Turn Meter. If the target is a Monster, this is a Critical Hit. While Emboldened, grant your team +10% Turn Meter as well.
Once Is Enough
While this toon is in battle, all revived enemies become Monsters. Whenever an enemy toon is revived, this toon Silences and deals 25% max health damage to them, gaining 50% turn meter.
Small description rewrite, otherwise unchanged While this toon is in battle, all Revived enemies become Monsters. Whenever an enemy toon is Revived, Silence and deal 25% Max Health damage to them, gaining 50% Turn Meter.
Static Bomb
Deal 100% damage to all enemies with a 50% chance to Stun all enemy Monsters. Whenever an enemy revives, reset the cooldown of this ability.
Warmup has been increased to 1 Deal 100% damage to all enemies with a 50% chance to Stun each enemy Monster. If this Stuns an enemy, gain Emboldened for 3 turns. Whenever an enemy is Revived, reset the cooldown of this ability.
Watch the Shadows
Whenever an enemy gains Hidden or Speed Up, this toon gains 20% Turn Meter and 2 Attack Up for 2 turns. If the enemy is a Monster, inflict them with 4 Attack Down.
Once per turn, when an enemy gains Hidden, this toon gains 20% Turn Meter and 2 Attack Up for 2 turns. If the enemy is a Monster, gain Emboldened, and unless Incapacitated, inflict them with 4 Attack Down.
Anubis K-9
While the entire Divines are certainly deserving of a rework, we’re doing them in parts as we want to be able to include other new toons to the Divine team, so we’re keeping a couple of them in their current state so they can better synergize with new additions to the team later down the line.
Added to theme: Pyramid (dual-theme with Divine)
Stat
Old Value
New Value
Attack
257
340
Defense
183
232
Health
509
643
Speed
160
193
Skill Name
Old
New
Gift of the Nile
Deal 100% damage to target enemy, Healing the team member with the highest Attack for 10% Max Health.
Deal 100% damage to target enemy, healing this toon and the ally with the highest Defense for 10% Max Health.
Crook & Flail
Deal 100% damage to target enemy and 100% damage to the enemy with lowest Defense.
Deal 100% damage to target enemy and 100% damage to the enemy with lowest Defense, inflicting 2 Critical Defense Down for 2 turns on both.
Golden Fang
Whenever a team member is healed, grant it 3 Attack Up.
Once per each team member’s turn, whenever a team member is healed, grant it 3 Attack Up. While in Alliance Wars, once per each team member’s turn, when they are damaged, grant them 2 Defense Up.
Glorious Return
Revive a random ally at 50% Max Health, granting all allies 3 Piercing Up for 2 turns. Gain 3 Attack Up for the rest of battle.
Revive a random ally at 50% Max Health. Then grant all team members 2 Piercing Up for 2 turns and gain 3 Attack Up for 4 turns.
Keeper of the Dead
Whenever a team member revives, grant it 5 Attack Up for the rest of battle. If it’s Divine, inflict all enemies with 5 Defense Down for the rest of battle.
Whenever an Ally is revived, grant it 5 Attack Up for 3 turns. If it’s Divine, inflict all enemies with 5 Critical Defense Down.
Cross the Veil
Deal 10% damage to all enemies for each buff on the most-damaged ally, then defeat that ally. Whenever a Divine toon defeats an enemy, reset this skill’s cooldown.
Deal 10% damage to all enemies for each Buff (up to 10) on the most injured ally, then defeat that ally. Whenever a Divine toon defeats an enemy, reset this skill’s cooldown. This ability does not end the turn.
Archetype Passive
Strength (+30% Attack)
Amped Up (+15% Speed and Critical Chance)
Henery Horus
Added to theme: Pyramid (dual-theme with Divine)
Stat
Old Value
New Value
Attack
284
363
Defense
187
251
Health
420
609
Speed
164
179
Eye of the Sun
Deal 110% damage to target enemy with +50% Piercing.
Deal 110% damage to target enemy with +50% Piercing. While in Alliance Wars, inflict 2 Defense Down as well.
Eye of the Moon
Deal 115% damage to target enemy with +100% Lifesteal.
Deal 110% damage to target enemy with +100% Lifesteal. While in Alliance Wars, inflict 2 Defense Down as well.
Heaven’s Fire
Whenever a divine team member Revives, it deals 125% damage to all enemies. If it’s this toon, grant Taunt to the enemy with the highest Attack.
While this toon remains in battle, once per team member and unless Incapacitated, whenever a Divine team member is Revived, they deal an undodgeable and uncounterable 100% damage to all enemies. Whenever a team member is Revived, grant them 3 Critical Chance Up.
Righteous Return
Revive a random ally at 50% Max Health, dealing 160% damage to target enemy.
Revive a random ally at 50% Max Health, dealing 175% damage to target enemy. If this defeats an enemy, reset the cooldown of this skill.
Possessed Melissa
We’re slightly boosting Melissa’s offensive stats so she can make better use of her high speed:
Stat
Old Value
New Value
Attack
273
300
Defense
228
257
Health
584
617
Speed
202
–
Skill Name
Old
New
Nightmare Theme Passive
–
Whenever a Nightmare toon damages an enemy, they inflict Horrify for the rest of battle. Whenever a toon has 5 stacks of Horrify, they receive 10% Max Health damage and are Stunned, losing all stacks of Horrify. Whenever a toon ends their turn with Full Health, they lose 1 stack of Horrify.
Hyde Sylvester
We’re giving Hyde Sylvester stat updates so he can better represent the role of the team’s defender when facing heavy hitting toons:
Stat
Old Value
New Value
Attack
266
269
Defense
268
285
Health
690
777
Speed
172
175
Skill Name
Old
New
Nightmare Theme Passive
–
Whenever a Nightmare toon damages an enemy, they inflict Horrify for the rest of battle. Whenever a toon has 5 stacks of Horrify, they receive 10% Max Health damage and are Stunned, losing all stacks of Horrify. Whenever a toon ends their turn with Full Health, they lose 1 stack of Horrify.
Sylvester the Investor
We’re boosting Sylvester the Investor all-around to ensure that he can properly setup his team. With the changes to Horrifying Presence, we hope that the team can achieve high levels of consistency all around instead of seeing play in mostly niche scenarios:
Stat
Old Value
New Value
Attack
282
289
Defense
239
272
Health
607
697
Speed
195
212
Skill Name
Old
New
Nightmare Theme Passive
–
Whenever a Nightmare toon damages an enemy, they inflict Horrify for the rest of battle. Whenever a toon has 5 stacks of Horrify, they receive 10% Max Health damage and are Stunned, losing all stacks of Horrify. Whenever a toon ends their turn with Full Health, they lose 1 stack of Horrify.
Horrifying Presence
While this toon remains in battle, Nightmare team members inflict Horrify whenever they attack an enemy. Whenever Horrify triggers on an enemy, grant your team 20% Turn Meter.
Effects moved to Theme Passive, reworked entirely At the start of each of this toon’s turns and unless Incapacitated or Silenced, for each Nightmare team member, it applies Hidden to a random enemy that lacks Hidden. While this toon remains in battle, hidden enemies have -25% Recovery.