Hello everyone! This season, we’re revisiting some of our original toons by giving them quite a tune-up, as well as doing some minor buffs for Lunar Dragonhorn to have him better fulfill his role as a stalwart defender for the Lunar team (specially since he has quite the competition on that slot!).

While the list of changes here is not that extensive, we’d like to remind you all of the upcoming changes to some Gadgets, described in another blog post. Make sure you check those out as well to stay fully up-to-date!

We also have some more changes coming to the Alliance Wars format after the recent de-escalation. We’ve taken a lot of the feedback into account and, while more complex system changes like matchmaking are still under development, we’ll be doing whatever changes we can to try and make the wars the most enjoyable they can be.

Finally, before we move on to the big ~Pieces of information, there is one small update we’d like to announce:

  • Maximum Team Slots will be increased! While the final value is still TBD, this change is coming soon.

With that out of the way, check out the changes below. As always, a reminder that they might not be final:

A tale of War… and Pieces

Coming this season, we have our beloved pairing of Coyote and Road Runner actually coming together as a team (of sorts)! With the introduction of ACME Damaged Coyote, this team will feature reworks to the OGs Wile E. and Road Runner, as well as Bat-Suit Wile, who’ll be leaving the Masterminds for a much more fitting team!

This team focus is on retelling the many stories that Wile and Road Runner have gone through together and unleashing the accumulated power of each chapter in their story for battle ending effects! Here’s a Sneak Peek into their theme passive:

Reworks

War and Pieces

Wile E. Coyote (OG)

The cunning Coyote is getting a full prop-up, shifting his role from a coin-flipping glass cannon attacker to a steady source of damage with versatility in utility skills. This should both enormously increase his consistency as well as place him as the centerpiece of the offensive game plan for his team.

  • Removed from Theme: Mastermind
  • Added to Theme: War and Pieces
Attack220348
Defense148250
Health469700
Speed169203
Skill NameOldNew
TNTDeal 50% damage to target enemy with a 30% chance of dealing 4x damage.Deal 100% damage to target enemy, with +30% Critical Chance.
ImproviseAt the beginning of this toon’s turn, it gains +10% Attack.This toon has +10% Critical Chance and +5% Attack for each Storyline token it has. While this toon  remains in battle, team members gain a Piercing Up at the start of their turns for each Storyline Token this toon has.
Choo ChooooDeal 120% damage to target enemy, removing 50% Turn Meter.Cooldown reduced to 2
Deal 140% damage to target enemy inflicting 3 Defense Down for 2 turns and removing 50% Turn Meter. For each Storyline token this toon has, grant all team members 5% Attack for 5 turns and all War & Pieces team members +10% Critical Chance for 5 turns. Then lose all tokens.
Birdus TastiusWhenever this toon hits a bird, it heals for 50% heal-power.While this toon remains in battle, all team members have +50% Lifesteal against Bird enemies, and for each Bird on the battlefield, your team has +10% Attack and +10% Piercing.
Instant RockDeal 80% damage to target enemy, either Stunning or Silencing them.Deal 115% damage to target enemy, inflicting 2 Defense Down. Then choose to either Stun or Silence the target. While in Arena, this has +50% Critical Damage.
War and Pieces Theme Passive (New)War & Pieces toons gain a Storyline token at the start of each of their turns. Storyline tokens can stack to 5 max and will empower the toons and their abilities.
Archetype SkillAgility 6Amped Up 6

Road Runner (OG)

Road Runner is being reworked to better fit the Support role, being reworked with access to active Healing while doubling down on his debuffing and buff removal skills. We’re keeping his stats a bit in check since we’re also hugely tuning up his Speed to truly reflect his uncatchable nature, leaving the vast majority of toons in the dust, and giving him a new passive skill for more room to synergize with the other War and Pieces toons!

  • Removed from Theme: Wild West
  • Added to Theme: War and Pieces
Attack180285
Defense143231
Health455671
Speed213253
Skill NameOldNew
Runner UpDeal 95% damage to target enemy, removing a Buff .Deal 90% damage to target enemy, inflicting 3 random Stat Down.
Accelerati IncredibulusGrant 3 Speed Up to all allies for 2 turns.Cooldown increased to 2
Heal all team members for 135% heal-power, granting 3 Speed Up for 2 turns to each. For each Storyline token this toon has, grant all team +5% Speed for 5 turns and all War & Pieces team members +10% Dodge for 5 turns. Then lose all Storyline tokens.
HurricaneDeal 75% damage to all enemies, removing 4 Buffs from each..Deal 90% damage to all enemeies, removing 10 Stat Down or Special Stat Down from each. Remove Taunt, Hidden,and all Sure Buffs from enemies above 75% Max Health. While in Arena, remove Taunt, Hidden, and all Sure Buffs from enemies above 50% Max Health instead. This can be a Critical hit.
Beep BeepThis toon has +30% Dodge Chance. Whenever it dodges an attack, inflict 2 Attack Down on the attacker and gain 2 Speed Up.This toon has +30% Dodge Chance. Unless Incapacitated and once per turn, when a team member Dodges an attack, inflict the attacking enemy with Attack Down and Speed Down. If that team member is a War & Pieces toon, inflict 3 Attack Down and 3 Speed Down instead.
Uncatchable (NEW)This toon has +10% Healing Up and +5% Speed for each Storyline token it has. While this toon remains in battle, whenever a team member attacks an enemy, they are healed for 10% heal-power for each Storyline token they have.
War and Pieces Theme Passive (New)War & Pieces toons gain a Storyline token at the start of each of their turns. Storyline tokens can stack to 5 max and will empower the toons and their abilities.

Bat-Suit Wile

While his OG version is being brought out of the glass cannon role, we’re very much keeping Bat-Suit Wile in it, shifting his focus from stacking Speed Ups to instead benefit himself and other War and Pieces members with Attack Up, paired with incredibly powerful attacks. We’re also shifting his defensive aspects from a random Dodge chance to a setup active skill in Aerial Flourish, which should now allow him quicker access to the reworked Clear Skies trigger.

  • Removed from Theme: Mastermind
  • Added to Theme: War and Pieces
Attack242357
Defense150253
Health393629
Speed169203
Skill NameOldNew
FlapDeal 110% damage to target enemy, gaining Speed Up for the rest of battle.Deal 100% damage to target enemy, gaining 2 Attack Up. If this ability is used against a Road Runner enemy, remove 25% Turn Meter.
Clear SkiesThis toon has +25% Dodge Chance. At the start of its turn, if it has 5 or more Speed Up, remove Taunt from all enemies and gain 100% Ignore Dodge until the end of turn. Lose all Speed Up, gaining Attack Up for each.At the start of each of this toon’s turns and unless Incapacitated, if this toon has 5 or more Attack Up, remove all Taunt and Hidden  from the enemy team.
Aerial FlourishFlip all Debuffs on this toon. Then, for each buff on it, gain Speed Up for 2 turns.Gain Sure Dodge and grant all team members 3 of each Stat Up for 2 turns and inflict all enemies with 2 of each Stat Down for 2 turns. While in Arena, gain 25% Turn Meter.
Build MomentumWhenever this toon attacks an enemy with Taunt it gains 4 Speed Up for 2 turns.This toon has +10% Piercing and +5% Attack for each Storyline token it has. While this toon remains in battle, team members gain an Attack Up at the start of their turns for each Storyline Token this toon has.
Dive BombDeal 160% damage to target enemy.Deal 150% damage to target enemy, ignoring all Dodge, Counter, and Damage Immunity. For each Storyline token this toon has, grant all team +5% Attack for 5 turns and all War & Pieces team members +10% Piercing for 5 turns. Then lose all Storyline tokens.
War and Pieces Theme Passive (New)War & Pieces toons gain a Storyline token at the start of each of their turns. Storyline tokens can stack to 5 max and will empower the toons and their abilities.
Archetype SkillStrength 6Agility 6

Lunar

Lunar Dragonhorn

While not undergoing any sort of major rework, we’re buffing Lunar Dragonhorn’s defensive stats to better allow him to withstand enemy Attackers in the build up for his ascension attacks. By increasing his Speed a bit, we also aim for him to make better use of his offensive potential.

Attack340
Defense344
Health761881
Speed134153

Alliance Wars Changes

We would like to thank everyone for their patience as we continue making adjustments to Alliance Wars. Before we get to the latest changes in the next update, we would like to shed some light on a few key points. First and foremost, the current Alliance Wars is not a tier-structured system that can be adjusted to each individual’s specific preferences but is instead a singular team-oriented format that must have universal appeal to new players, casuals, veterans, and hardcore players simultaneously. Our goal is to find a balanced middle ground that, while not perfect for any one group of players, is engaging and fun for all groups. The changes we make in regards to time consumption, roster requirements, skill levels, alliance member management, and more, affect every player and so are all driven by this goal.

Keep in mind that Alliance Wars is not a dedicated game mode focused on optional individual progression with the intention of having players utilize as much of their roster as they can. Alliance Wars is intended to be an Alliance-oriented competitive game mode and thus should be designed with a shared player mentality of equal participation that everyone can achieve and have players focus on a portion of their roster that provides the best outcomes for them within the mode. We do acknowledge the lack of a proper game mode or feature that would allow players to get the most use out of their roster while in it and are having discussions regarding this. Please understand that our goal for Alliance Wars is an ongoing effort and we will continue to monitor this mode for the foreseeable future.

Now let’s take a look at the upcoming changes. Outlined in the image below, there are 3 major changes we will be making:

  • Adding an energy refill
  • Increasing the total amount of energy
  • Increasing the number of defenses on select nodes

The new energy flow should bring about a few positive changes to Alliance Wars.

Firstly, while we are adding back an energy refill system, we are doing so with the largest time frame possible, giving players a few more hours than in previous versions to begin their attacks. This should be more accommodating to those who are unable to begin attacking immediately without potentially losing any energy. At the same time, it allows more time for Alliances to assess each invasion between waves and encourages more communication and strategic planning.

Secondly, the total number of energy for each player will be increased slightly. This should allow for more roster utilization by all players.

Last but not least, to compensate for the increase in attacks, we have increased the total number of defenses in the Pond. These nodes are generally occupied by the strongest players with the widest rosters in the Alliance and should allow them to show off more of their teams without sacrificing their attack potential. Regional structures remain unchanged, so that players with more focused rosters can still have a meaningful impact. With these changes to total energy and defenses, we have also adjusted the win-to-loss ratio to be slightly less demanding than the last Alliance War was.

   While you are enjoying these changes, our next big point of concern is Matchmaking. We can’t provide any specifics or a time frame for its arrival as the development process can be a tricky one. We ask for your continued patience and hope to bring it to you as soon as it’s ready for the World of Mayhem. Thank you all and catch you in the next Alliance Wars!