Updates |

WELCOME TO UPDATE 31.1!

What's new:

  • The Festival of Talents with the new unique unit − Franky & Stein!
  • In the Star of the Week store, you can now receive the star unit and many other valuable rewards! Free! For everyone! It’s stellar!
  • Reincarnation for the Treant. The forest guardian becomes more powerful!
  • Rework for the Mari hero and the Demonologist unit, as well as the general reimagining of the monster summoning mechanic. A new equipment item, the Grimoire, has been added as well
  • The Trapper gets his own talents! Slowing, mantraps and hunting tricks – it’s open season and time to hunt some bosses!
  • Shard Hunting: the new PRO mode with more points for winning, and new rules for the participants!
  • Balance changes for some units: the Twilight Ranger, Bard, Phoenix and Genie

 

STAR OF THE WEEK: FREE REWARDS

A special Everwinning roulette has appeared in the Star of the Week event store. Every day, you can get Fragments of legendary heroes, Legendary event cards, Magic Dust, Rune Keys and other rewards, absolutely free! Just come on in and spin the roulette every day!

 

FESTIVAL OF TALENTS

You will have to face the dangerous mini boss, the Flaming Maestro. The Mushroom tile that summons new units to the field and activates new powerful modifiers will help you in battle!

You will be able to receive the new legendary unit, Franky & Stein, as a reward. Complete quests, spin the carousel, gather collectible cards, and it will become yours!

The event is scheduled to start on July 25th.

 

NEW UNIT: FRANKY & STEIN

There are new faces in the Technogenic Society! Franky & Stein will contribute to the future that is bright − and undoubtedly progressive.

Primary mechanics: Franky summons Stein to her aid. When receiving signals from his mistress, he attacks and damages monsters. Merging the Franky unit on the field summons monsters to the enemy’s side. Any big summoned monsters destroyed by the opponent grant special charges, bolts, to Stein: accumulating them makes him that much more powerful (and we will describe the new classification of summoned monsters below).

Hint: This unit plays exceedingly well when paired with the Demonologist. He and his talents summon monsters to the opponent’s field while Franky & Stein gain boosts when the monsters are killed. This way, the unit is gaining power twice as quickly!

Talents:

  • At Level 9, you will have a choice: increase the unit’s efficiency by imbuing Franky with a special aura that reduces the monsters’ armor, or make the opponent’s life harder by turning the monsters on their side more strongly armored
  • Talents at Level 11 allow cleansing Franky of negative effects or receiving extra bolts from the small summoned monsters killed by the opponent
  • With the talents of Level 13, Franky increases the rate of sending signals to Stein, or becomes capable of summoning more powerful monsters
  • The talent at Level 15 grants Stein an additional form and significantly increases the damage he deals

Reincarnations: 

1st Reincarnation

  • In his final form, Stein inflicts an energy strike at the monsters’ path every few seconds.

2nd Reincarnation

  • Mana Power-up has a chance to replenish Stein’s movement charge

3rd Reincarnation

  • When moving, Stein leaves an energy rift on the ground. It reduces the armor of monsters that end up in it for a few seconds

Synergy units: 

  • Trapper
  • Inquisitor
  • Sea Dog

 

TRAPPER’S TALENTS

With the Trapper now having his own talents, he also gains a special form − the Huntmaster, which has a new and special form of traps. He may appear on the field when the Level 9 talents are unlocked.

Talents:

  • At Level 9, the Huntmaster can take different paths − either working as a regular Trapper, but using additional Mantraps that increase the critical damage dealt to monsters in the area, or replacing his Nets with Mantraps that additionally increase the damage dealt by all traps and creatures on the path (which should not be mistaken for monsters!) in their effect’s range.
  • The talents at Level 11 can boost the efficiency of Mantraps, increasing their size or giving a chance to set up an additional Mantrap
  • The talents found at Level 13 affect the opponent’s field − either by hiding monsters inside bushes that increase their armor, or by summoning mini bosses (Tough Guys or Blazing Burns)
  • The Level 15 talent works well in battles against multiple bosses appearing simultaneously: the thrown Bolas will link them together, transferring some of the damage received between them, and also stuns them

 

TREANT’S REINCARNATION

1st Reincarnation

When inflicting damage, the Spiny Roots and Mushroom Nausea abilities infect monsters with dangerous mushroom spores that explode after a short delay, dealing critical damage to the targets and stunning them.

2nd Reincarnation

The Rampant Growth ability significantly increases the rate of receiving leaf charges.

3rd Reincarnation

The Corrosive Roots ability starts destroying the armor of enemies subjected to infection.

Synergy units:

  • Enchanted Sword
  • Tesla
  • Banshee

 

MONSTER SUMMONING MECHANICS

All summoned monsters are now subdivided into two categories: Big and Small.

Big monsters include bosses, mini bosses, Phantoms, dragons and certain summonable monsters that have the “Big” label in their descriptions. Small monsters are the common, fast, flying monsters as well as the summoned ones explicitly marked as “Small” in their descriptions.

Summoned monsters now also gain bonus health depending on the critical damage of the player who invokes them; it is activated starting with wave 2. The amount of bonus health varies based on the wave’s number and the critical damage parameter of the player’s deck.

These changes will give you a chance to try new and unique strategies based on strong synergies between the hero and the units specializing in summoning creatures.

Changes to the hero Mari

Mari becomes the hero that fully embraces the specialization of summoning monsters to the enemy’s side. Her abilities have been reworked in order to enable new types of decks and give certain long-forgotten mechanics a new lease on life. 

Abilities:

Major Experiment (reworked)

Activating the ability now summons a slug that dissolves monsters (except bosses and mini bosses) and gives 3 flasks to the player. When a unit is merged, absorbed or has its rank increased, a flask is expended, and 1 large Jelly appears on the opponent’s field.

Destroying the Jelly gives mana to the player (and in the Co-Op mode, to the ally as well) and splashes slime:

  • In PvP, this slime increases the speed of monsters
  • In Co-Op and single player modes, it slows them down

Summoning a Jelly gives a slime charge that increases the health of monsters summoned by Mari.

There is a chance of instantly dissolving a common monster, which will also summon a small Jelly to the opponent’s side.

Successful Research (new)

Merging units now has a certain chance to spawn a slug unit. When merged again, this slug unit increases the rank of the unit it is merged with. Each of these merges grants a slime charge that additionally increases the damage dealt by the units on the field.

Unstable Connection (updated)

Expending a flask or merging the slug unit links the first unlinked monsters. The damage received by one monster in the cluster is partially transferred to the other ones. Damage from area attacks are now also transferred while the percentage damage is not (which is how it worked before). When a boss, mini boss or phantom appears, they are covered in slime that links monsters in the area upon appearing. The same happens again when a slimed target dies.

Toxic Slime (updated)

Phantoms and summoned monsters on the opponent’s field gain the slime shield:

  • In PvP, it reduces incoming damage
  • In other modes, it increases the damage
  • Linked monsters additionally have their armor reduced and receive increased critical damage

Unstable Jelly heroic item (updated)

When a Jelly dies, sticky ooze is expelled at one of the opponent’s units, decreasing the target’s attack speed.

Changes to the Demonologist

The Demonologist returns as the key support unit for decks based on summoning monsters.

Changes to the basic mechanics:

Using Mana Power-up now reduces the rank of the Demonologist with the highest merge rank and summons a monster to the opponent’s side. It does not require mana, but has a cooldown. This will help better regulating the ranks of units on the field.

Changes to talents:

The Archdemon talent

  • Merging a Demonologist that has a Dark Orb summons a big Archdemon in front of the opponent’s first monsters. The demon also increases the armor of monsters in PvP and reduces it in other modes
  • Does not stun enemy units or boost the ally’s units anymore

The Magical Current talent is now replaced with the Art of Shadows

  • Using Mana Power-up increases the armor of monsters on the opponent’s side in PvP and reduces it in other modes

The Sinister Mastery talent

  • Now triggers not only when a Demonologist with the Dark Orb appears, but when using Mana Power-up, too

The Demonic Hordes talent

  • When a Demonologist with the Dark Orb is merged, summons 3 small Imps per the Demonologist’s merge rank to the field

The Magical Pact talent

  • When a Demonologist with the Dark Orb is merged, damages big monsters for a percentage of their current health, and heals the opponent’s monsters

The Abyssal Portal talent

  • When a Demonologist with the Dark Orb is merged, destroys 3 small monsters per the Demonologist’s merge rank. Merging the Demonologist that has an orb also increases the damage dealt by units on the field and the health of the monsters he would be summoning from then on

New equipment item: the Grimoire

Affects the armor of monsters on the other player’s field, increasing this value in PvP and reducing it in Co-Op. This equipment item is intended for decks with a large amount of summoned monsters and active strategies.

It works similarly to armor: the more units in the deck belong to the item’s faction, the more powerful the effect!

 

SHARD HUNTING: NEW RULES

PRO mode

The players who have 6000+ trophies can now activate the PRO mode in which two of three decks you have will be banned by the opponent (and vice versa). However, victory will bring you three Victory points at once instead of one!

If one of the two matched players is in regular mode while the other is in the PRO mode, the regular mode player will be able to ban 2 decks but the PRO mode player will only be able to do likewise to 1 deck.

If both are in the PRO mode, each will ban 2 of their respective opponent’s decks.

Deck uniqueness

In the updated event, not only units but also the heroes now have to be unique to each deck. This will weaken Zeus’ domination, and you will be able to encounter more varied opponents and strategies. And remember about the summoned monsters!

System of Hearts

Every defeat will now cost you one heart. The number of available hearts is 3 per day, and they will be updated once every 24 hours. Unused hearts will not be carried over to the next day.

In the PRO mode, hearts are not expended.

 

BALANCE CHANGES

Twilight Ranger

  • Bonus per soul up to 200 is now smaller: 2% → 1%
  • Bonus per soul over 200 is now smaller: 1% → 0.5%
  • Bonus to damage per every 25 charges is now smaller: 45% → 30%
  • The bonus per every 25 soul charges is now smaller, but it stacks up more times: 8 → 12. This means the maximum value of this bonus does not change, but it is reached at 300 soul charges instead

The Unity Magic talent (buffed)

  • Damage bonus over 50 souls is now stronger: 100% → 130%

Phoenix

  • The unit’s damage at Level 7 is now stronger: 460 → 476
  • The damage bonus per unit level is now stronger: 20% → 21.2%

The resulting damage dealt by the unit at Level 15 is now stronger: 1978 → 2217

Bard

  • The unit’s damage at Level 7 is now stronger: 735 → 885
  • The damage bonus per unit level is now smaller: 18.16% → 17% 

The resulting damage dealt by the unit at Level 15 is now stronger: 2794 → 3109

Genie

The Ifrit's Fire talent (buffed)

  • Ifrit’s damage bonus is now stronger: 25% → 30%
  • Armor reduction from the trap is now stronger: 15% → 20%

 

OTHER CHANGES

Rewards for ads in the store

  • The roulette in the store no longer has a cooldown of 15 minutes: it can now be spun anytime, up to 3 times per day
  • The store rerolling for ads no longer has a cooldown: it can now be rerolled anytime, up to 3 times per day
  • Victory chests are now given for the 1st, 2nd and 3rd victories of the day, not only for the 1st and the 3rd