With their current campaign coming to a close, the Adventurers leave the forefront as new mysteries arise, which will require toons with a careful intuition and a very refined sense of deduction. As such, we’ll be introducing the Detectives, a specialist squad that will try and sort out this ruckus wherever it may come up in the World of Mayhem!
We will also be revisiting a couple of themes that have been long time favorites. While the Detectives will sort out the streets, both the Villains and Supertoons will be receiving broad reworks in addition to a new team member!
To fully realize some of these reworks, however, we’ll also be changing the mechanics of the Damage Over Time status effect. We’ll go over the details below, but as to make sure this is immediately clear: we’re aware that these changes affect many more toons than just the Villains (mostly in minor ways, aside from the Scoundrel team), and we will make adjustments to these toons and teams as they prove necessary due to these changes.
While toons that are not based around Damage Over Time shouldn’t be heavily impacted, we already have an ongoing rework for the Scoundrel team to accommodate these changes, although it will not be released this season.
The Detectives
The Detectives are coming into the fold as another team to add to your collection of strong defenses, as a second team that’s built around Counterattacks and Debuff Resistance. As we’re still following leads on what our final squad will be, we can already say that our most tenured detective, Joe Monday, will be receiving a full rework.
Here’s a sneak peek at their Theme Passive:
Balance Changes
For this season, we’re not doing any specific balance changes. As we monitor team and toon performances as well as our feedback channels, we have a few ideas to discuss for further seasons, but no changes will be made to current toons aside from the reworks below.
We are, however, with the most recent game version, introducing a change to the mechanics of the Damage Over Time status effect.
To contextualize the change, the original way that the status effect dealt damage was based on a toon’s Attack, and completely ignored the enemies’ defense. As the game has evolved and new features have been introduced, it has become commonplace to very heavily invest in a toon’s Attack stat (upwards of more than double a toon’s baseline attack stat), and this makes it so that the damage caused by Damage Over Time quickly goes out of hand.
As we want to modernize the older teams that are based around the Damage Over Time mechanic (which still remain viable in certain mixed compositions even with very old statlines), we decided to change the damage of Damage Over Time to no longer be related to a toon’s attack, and instead deal a consistent amount of Max Health% damage per stack (more precisely, 5% Max Health damage per Damage Over Time stack).
This change was made to accomplish a few different things. More importantly, we simply want to bring the status effect’s effectiveness down so that both old and new toons do not need to be heavily constrained by its raw power. This allows us to actually work with the status effect and build characters to work with the status effect instead of solely relying on it to do all the heavy lifting.
Of course, this affects a broad spectrum of characters. We’re monitoring both teams and individual toons on a case-by-case basis to see which toons would need specific rebalancing due to this re-tuning. Naturally, both of the teams that are centered around the Damage Over Time mechanic – the Villains and the Scoundrels – are due changes as this will heavily change their effectiveness.
As you’ll be able to see in the upcoming reworks section, the Villains are already receiving a wide range of reworks in this season, which you can expect relatively early on. The Scoundrels, on the other hand, are still a work in progress, but they will go through a rework as well (including a modernization of their statline).
Reworks
Although most of these reworks are completely good to go, we’re still in the final stages of testing, especially pertaining to those toons affected by the Damage Over Time changes. At this point, this is how the reworks are looking, although, as always, these are subject to change:
Detective
As the veteran of the squad, Joe Monday will be getting majorly propped up. We are building the detectives based on Joe Monday’s unique traits as a really tenured toon in our game, as he already carries quite a few powerful mechanics on his existing kit.
Joe Monday
- Removed from theme: Cop
- Added to theme: Detective
- Rarity changed from Common to Epic
Attack | 238 | 344 |
Defense | 166 | 249 |
Health | 428 | 625 |
Speed | 156 | 187 |
Skill Name | Old | New |
Weak Spot | Deals 110% damage to the target enemy. | Deals 100% damage to the target enemy, gaining 2 Attack Up. |
Witty | This toon is immune to all Negative Status Effects. | This toon is immune to all Debuffs. Once per turn, whenever a team member Resists a Debuff, grant them Speed Up for 2 turns. |
Gunned | Hits 5 times for a total of 135% damage. This attack is always a critical hit. | Warmup removed, cooldown increased to 2 Hits 5 times for a total of 125% damage, inflicting Defense Down or Speed Down with each hit. This attack is always a critical hit. |
Call for Help | Whenever an ally with Taunt is attacked, this toon gains 20% Turn Meter. | Once per each of this toon’s turns and unless Incapacitated, when an ally with Taunt is attacked, gain 20% Turn Meter and inflict that enemy with 2 Defense Down.While in Alliance Wars, inflict 2 Defense Down on all other enemies as well. |
Find the culprit | This toon gains +50% Counter Chance. | This toon gains +50% Counter Chance. Whenever this toon performs a counterattack, grant all Detective team members 1 of each Stat Up. |
Supertoon
The Supertoons are coming back up to speed! As the team that’s majorly based on Damage Immunity, we’re centering that mechanic as the team’s main identity by moving one of the effects from Super-Rabbit’s “I’ll Save You!” leadership skill to a theme-wide passive:
Super-Rabbit
While the new theme passive has taken some power away from the leader of the Supertoon league, we’re retooling him to be an even stronger protector of the meek with a large rework of his abilities.
Attack | 180 | 291 |
Defense | 229 | 329 |
Health | 550 | 789 |
Speed | 144 | 175 |
Skill Name | Old | New |
Flying Punch | Deal 110% damage to target enemy with +50% Piercing. Once per turn, whenever an enemy steals, use this against them. | Deal 110% damage to target enemy with +50% Piercing. Once per turn, unless Incapacitated, whenever an enemy steals, use this against them. |
Hero’s Intervention | Gain Taunt and 4 Attack Up for 2 turns. Grant the most damaged ally Damage Immunity, 2 Heal Over Time and Debuff Resistance Up. Grant Attack Up to all Support allies. | Gain Taunt, 3 Attack Up and 3 Defense Up for 2 turns. Grant the most injured ally Damage Immunity, 2 Heal Over Time and 2 Debuff Resistance Up. |
Super Carrot | Gain 4 Defense Up, 3 Attack Up, and 2 Speed Up for 2 turns. Gain Damage Immunity and 50% Turn Meter.. | Gain 4 Defense Up, 3 Attack Up, and 2 Speed Up for 2 turns. If this toon has Taunt, gain Damage Immunity, otherwise gain 50% Turn Meter. |
Multiverse | Deal 100% damage to all enemies, plus 10% extra damage for each Supertoon team member. | Warm-Up increased to 1 Deal 110% damage to all enemies, with an additional 10% damage for each Supertoon ally. While in Arena, inflict 2 Defense Down for 2 turns on each enemy. |
Impervious Protector | While this toon is in battle, your team has +50% Debuff Resistance and all enemies have -5% Speed for each Supertoon team member. | While this toon is in battle, Supertoon team members have +50% Debuff Resistance and all enemies have -5% Speed for each Supertoon team member. This toon has +20% Defense for each ally with Damage Immunity. |
I’ll Save You | At the start of battle, Supertoon team members gain Damage Immunity until the end of each enemy’s first turn. Whenever a Supertoon team member with Damage Immunity attacks an enemy, grant them 2 random Stat Up for 2 turns. | Complete rework Once per team member and unless Incapacitated, the first time a Supertoon team member loses Damage Immunity, grant them Damage Immunity. |
Supertoon Theme Passive | – | Supertoons gain Damage Immunity at the start of battle. |
Flaming Succotash
Attack | 226 | 343 |
Defense | 221 | 300 |
Health | 412 | 567 |
Speed | 169 | 185 |
Skill Name | Old | New |
Paw Burner | Deal 95% damage to target enemy, gaining 2 Speed Up for 2 turns. | Deal 100% damage to target enemy, gaining 2 Speed Up for 2 turns. |
Stoke the Flame | Gain 3 Attack Up and 2 Healing Over Time for 2 turns, plus 50% Turn Meter. Grant all Supertoon allies 4 Stat Up. | Gain 3 Attack Up and 2 Healing Over Time for 2 turns, plus 50% Turn Meter. Grant all allies 4 random Stat Up. While in Arena, grant all allies that lack Taunt 20% Turn Meter. |
Shielded Strength | This toon has +25% Attack. Team members with Damage Immunity have +50% Attack. | This toon has +25% Piercing. While this toon remains in battle, team members with Damage Immunity have +50% Attack. While this toon has Damage Immunity, team members that lack Taunt have +10% Speed. |
Flareball | Deal 135% damage to target enemy. If this defeats the target, use Flareball again on a random enemy. | Warm-Up increased to 1 Deal 150% damage to target enemy, inflicting 2 Defense Down and 2 Speed Down for 2 turns. If this defeats the target, use Flareball again on a random enemy (Can only trigger Once per turn). |
Hero’s Journey | While this toon is in battle, your team has +25% resistance to Turn Meter reduction for each Supertoon team member. | While this toon is in battle,Supertoon team members have +100% Resistance to Turn Meter removal. Grant Supertoon team members Speed Up for 2 Turns at the start of battle. |
Supertoon Theme Passive | – | Supertoons gain Damage Immunity at the start of battle. |
Presto Pig
Attack | 221 | 293 |
Defense | 207 | 293 |
Health | 523 | 689 |
Speed | 158 | 179 |
Skill Name | Old | New |
Sowcerer’s Whip | Deal 110% damage to target enemy, granting Heal Over Time for 2 turns to the ally with the least Health. | Text adjusted, otherwise unchanged |
Book of Eternal Bacon | Heal your team for 120% heal-power, replacing all Damage Over Time with Heal Over Time. | Heal all team members for 120% heal-power, granting Heal Over Time to each. Convert all Damage Over Time on your team to Heal Over Time. While in Arena, Cleanse each team member of a random Stat Down as well. |
Prestidigitation | Whenever an enemy inflicts 1 or more Damage Over Time, gain 35% Turn Meter and grant all Supertoon team members 2 Attack Up for 2 turns. | Whenever a team member is inflicted with Damage Over Time, unless Incapacitated, gain 35% Turn Meter and grant all Supertoon team members 2 Attack Up for 2 turns. |
Moonstone of Misdirection | Grant your team Damage Immunity and 4 Attack Up. Grant Taunt to the ally with the highest Defense. | Grant your team Damage Immunity and 4 Attack Up. Grant Taunt to the ally with the highest Defense. |
Self-Working Trunk | Deal 150% damage to target enemy, plus 10% damage for each Heal Over Time on your team. | Text adjustments, otherwise unchanged |
Supertoon Theme Passive | – | Supertoons gain Damage Immunity at the start of battle. |
Omega Chungus
- “Chungus Throw” has been renamed to “Chungus Beam”
Attack | 291 | 316 |
Defense | 218 | 280 |
Health | 642 | 687 |
Speed | 170 | 178 |
Skill Name | Old | New |
Chungus Beam | Deal 85% damage to all enemies. If this toon has Damage Immunity, inflict 2 Defense Down on each enemy. | Deal 55% damage to all enemies. If this toon has Damage Immunity, inflict 2 Defense Down on each enemy. Deal an additional 30% damage when used during this toon’s own turn. |
Super Chumbo Strike | Deal 100% damage to all enemies. For each time a team member has gained Damage Immunity this battle, inflict a random Stat Down or Special Stat Down (up to 6 total) to each enemy for 3 turns. | Warm-Up increased to 1, Cooldown decreased to 2 Deal 100% damage to all enemies. For each time this toon has gained Damage immunity, inflict a random Stat Down or Special Stat Down (up to 6 total) to each enemy for 3 turns. |
Supertoon Theme Passive | – | Supertoons gain Damage Immunity at the start of battle. |
Super Coyote
Attack | 261 | 340 |
Defense | 197 | 263 |
Health | 500 | 638 |
Speed | 155 | 192 |
Skill Name | Old | New |
Catastropunch | Deal 200% damage to target enemy and 50% damage to this toon, then remove Damage Immunity. | Warm-Up increased to 2 Deal 200% damage to target enemy and 50% damage to this toon, then remove all Damage Immunity from this toon. This attack has +10% Piercing for each Supertoon ally. |
Coyote Confidence | Whenever this toon gains Damage Immunity, gain +10% Attack for the rest of battle. | Whenever this toon gains Damage Immunity, gain +10% Attack for the rest of battle. While in Arena, gain Speed Up as well. |
Suit Up | Gain Damage Immunity and 50% Turn Meter, removing 3 Attack Down from this toon. | Gain Damage Immunity and 50% Turn Meter, Cleansing 5 Attack Down from this toon. If any Attack Down was Cleansed, grant your allies 10% Turn Meter and Attack Up. |
Heroes Never Sleep | Whenever a Supertoon team member hits an enemy, grant that Supertoon 2 Heal Over Time and cleanse it of 2 random Stat Down. | Text adjusted, otherwise unchanged |
Supertoon Theme Passive | – | Supertoons gain Damage Immunity at the start of battle. |
Iron Mutt
Attack | 227 | 299 |
Defense | 317 | 337 |
Health | 559 | 737 |
Speed | 139 | 164 |
Skill Name | Old | New |
Gleaming Hope | Gain 3 Heal Over Time and 50% Turn Meter, then inflict all enemies with Defense Down for each Heal Over Time on your team. Remove a buff from each enemy villain. | Cooldown reduced to 2 Gain 3 Heal Over Time and 50% Turn Meter, then inflict all enemies with Defense Down for each team member with Heal Over Time. Remove 3 Stat Up from each enemy. |
Metallic Momentum | Whenever 1 or more team members gain Damage Immunity and this toon lacks Taunt, gain 25% Turn Meter. | Whenever 1 or more team members gain Damage Immunity, gain 25% Turn Meter if this toon lacks Taunt, or gain Attack Up for 2 turns if this toon has Taunt. |
Tremorburst | Deal 100% damage to target enemy, then deal 75% damage to all other enemies. | Warm-Up increased to 1 Deal 100% damage to target enemy, then deal 75% damage to all other enemies. While in Arena, inflict 2 Defense Down on each enemy. |
Supertoon Theme Passive | – | Supertoons gain Damage Immunity at the start of battle. |
Villains
As one of the teams affected with the Damage Over Time changes, the Villains are all going through large reworks. These are aimed both to compensate for the raw power loss of the mechanical change while giving their skills more power so they aren’t solely dependent on applying Damage Over Time.
While some of their changes are more modest than others, Evil Granny has gone through the most extensive rework in quite a while. Part of her Leadership skill is being transferred to a newly introduced theme passive:
And here are the rest of the changes:
Evil Granny
Attack | 233 | 300 |
Defense | 256 | 325 |
Health | 460 | 691 |
Speed | 126 | 170 |
Skill Name | Old | New |
It’s Over, Dearies | Gain Taunt for 2 turns, inflicting all enemies with 4 Damage Over Time for 2 turns. | Gain Taunt for 2 turns, inflicting all enemies with 3 Damage Over Time for 2 turns. Then, for each enemy with 5 or more Damage Over Time, heal for 7.5% Max Health. |
Stand In Judgment | This toon has +10% Defense for each Damage Over Time in battle. | This toon has +5% Attack and +10% Defense for each enemy with Damage Over Time on the enemy team. |
Doomclap | Grant your team 4 Attack Up for 2 turns, then deal 100% damage to all enemies. | Warm-Up increased to 1 Grant your team 4 Attack Up for 2 turns, then deal 100% damage to all enemies. Silence the enemy with the highest Turn Meter. |
All the World’s a Cage | While this toon is in battle, non-Space enemies have -5% Attack for each Space toon on this team. | While this toon is in battle and has at least 1 Villain ally, all enemies have -20% Attack and -20% Defense. |
Tyranny Endures | Whenever a Villain ally is defeated, at the end of turn, this toon has a 50% chance to Revive a random ally at 50% Health. Whenever a Villain is revived, remove 3-5 buffs from all enemies. | Whenever a Villain ally is Revived, unless Incapacitated, Cleanse all Stat Downs from this toon and gain Taunt. Then remove 3 Stat Up and 3 Special Stat Up from all enemies. |
Abandon Hope (New) | – | While in Arena, this toon has +10% Stats and while this toon remains in battle and is placed on Offense, Villain team members have +2.5% Counter Chance for each Damage Over Time on the enemy team until the end of their first turn. |
Arch Evil | Whenever a Villain ally revives, this toon cleanses all debuffs and gains Taunt, inflicting all enemy Supertoons with 2 Attack Down for the rest of battle | Complete rework This toon has its Revive chance from their Theme ability doubled, and while this toon remains in battle, Villain allies have their Revive chance from their theme ability doubled as well. |
Villain Theme Passive | – | Villain toons have a 25% Chance to be Revived at 50% Max Health at the end of the turn whenever they are defeated. |
Nova Bunny
Attack | 213 | 274 |
Defense | 188 | 265 |
Health | 550 | 677 |
Speed | 138 | 198 |
Skill Name | Old | New |
Solar Flare | Deal 105% damage to target and 50% damage to a random enemy, inflicting Damage Over Time with each attack. | Deal 90% damage to target, inflicting Damage Over Time. Then deal 50% damage to an additional random enemy, inflicting Damage Over Time. |
Cosmic Reconstruction | Heal your team for 110% heal-power, plus an extra 5% for each Damage Over Time in battle. | Heal your team for 110% heal-power, with an additional 5% (up to +50% Max) for each Damage Over Time on the enemy team. Cleanse 3 Stat Down from each team member. |
Temperamental | Whenever an enemy hits this toon, inflict that enemy with 3 Damage Over Time for 2 turns. | Unless Incapacitated, whenever a team member is damaged, if the attacking enemy has 2 or less Damage Over Time, inflict them with Damage Over Time for 3 turns, otherwise heal that team member for 3% Max Health. |
Pyrozania | Grant all allies 3 Attack Up for 2 turns, dealing 100% damage to all enemies. | Grant all team members 3 Attack Up for 2 turns. Then deal 100% damage to all enemies. Remove 2% Turn Meter from each enemy for each Damage Over Time they have. |
Nova Burst | Once per battle, whenever a villain team member falls below 30% Max Health and this toon isn’t incapacitated, gain 5 Attack Up for the rest of battle and use Cosmic Reconstruction. | Once per battle, when any Villain team member falls below 30% Max Health, unless Incapacitated, gain 5 Attack Up for 2 turns and use Cosmic Reconstruction. While In Arena, this skill resets whenever this toon is Revived. |
Villain Theme Passive | – | Villain toons have a 25% Chance to be Revived at 50% Max Health at the end of the turn whenever they are defeated. |
The Rapthcallion
Attack | 227 | 328 |
Defense | 229 | 268 |
Health | 599 | 691 |
Speed | 149 | 182 |
Skill Name | Old | New |
Protective Puppeteer | Deal 110% damage to target enemy. Whenever an allied Evil Granny takes damage, there is a 35% chance to use this against the attacking enemy. | Text adjustment, otherwise unchanged |
Void Staff | Deal 150% damage to target enemy, gaining 5% Turn Meter for each Damage Over Time in battle. | Cooldown increased to 3, Warmup increased to 2 Deal 175% damage to target enemy. Then for each Damage Over Time on the enemy team, gain 5% Turn Meter and either grant a random team member Attack Up for 3 turns or inflict a random enemy with Defense Down for 3 turns |
Patient Planning | Once per each of this Toon’s turn, whenever an enemy with 3 or more Damage Over Time hits an allied Villain, gain 3 Attack Up | Once per each of this toon’s turns, when a team member is damaged by an enemy with 3 or more Damage Over Time, grant your team 3 Attack Up. While in Arena, grant your team 2 Speed Up as well. |
Reduce to Ashes | Remove Damage Immunity from all enemies, then hit them for 100% damage. If this defeats 1 or more enemies, inflict the rest with 3 Damage Over Time for the rest of battle. | Warmup increased to 1, Cooldown reduced to 2 Remove all Damage Immunity from the enemy team, then hit them for 100% damage and inflict each with 2 Damage Over Time for 2 turns. |
Villainous Denial | While this toon is in battle, all enemies have +25% resistance to Heal Over Time for each Villain on your team. | While this toon is in battle, all enemies have -5% Recovery for each Damage Over Time they have, and.+25% Resistance to Heal Over Time for each Villain on your team. |
Villain Theme Passive | – | Villain toons have a 25% Chance to be Revived at 50% Max Health at the end of the turn whenever they are defeated. |
Supersonic Hopper
Attack | 265 | 315 |
Defense | 219 | 289 |
Health | 524 | 643 |
Speed | 144 | 174 |
Skill Name | Old | New |
SPROING | Gain 25% Turn Meter and Hidden for the rest of battle, losing all debuffs. The next time this toon uses Power Gauntlet while Hidden, gain 4 Attack Up, lose Hidden, and use Orbital Drop. | Gain Hidden for the rest of battle, Cleansing all Debuffs. Grant your team 4 Piercing Up for 2 turns. Gain 35% Turn Meter. |
Energy Echoes | Gain 50% Turn Meter. Until the end of each enemy’s next turn, whenever they gain Damage Over Time, inflict them with another. If Hidden, inflict all enemies with Damage Over Time. | Changed to a Passive skill While this toon is Hidden and once per enemy per turn, whenever an enemy is inflicted with 1 or more Damage Over Time, inflict them with another and gain 10% Turn Meter. While in Arena, inflict them with Speed Down as well. |
Orbital Drop | Deal 100% damage to all enemies, inflicting them with 2 Damage Over Time for 2 turns. | Changed to an Active skill (Warmup of 1, Cooldown of 2) Deal 100% damage to all enemies, inflicting them with Damage Over Time for 2 turns. Lose Hidden. |
Crisis Ensured | Whenever a team member Revives, it inflicts all enemies with 3 Damage Over Time for 2 turns. If it’s a Villain, grant it 3-4 Attack Up first. | While this toon remains in battle, whenever a team member is Revived, it inflicts all enemies with 3 Damage Over Time for 2 turns. If they are a Villain, grant them 20% Turn Meter. |
Villain Theme Passive | – | Villain toons have a 25% Chance to be Revived at 50% Max Health at the end of the turn whenever they are defeated. |