
August 13, 2026
Items make your abilities stronger. Early gold is slower.
August 13, 2026
The simple version
Items make abilities stronger
Give a fighter a damage item and their ability hits harder, not just their punches. Same idea for mages. Tanks heal more when they have more Health. The number on the card is the real hit.
Less gold at the start
You used to get 5 gold every round from the first fight. That was too much. Early rounds pay less now, so you cannot finish a whole team before anyone has items.
Same-cost champs get their own jobs
Husk and Sever both used to slash one target. Husk now drinks the hit. Other champs that shared a spell with someone of the same cost got a new job, so a 1-cost is never just a weaker copy of the other 1-cost.
Five-gold champs get real jobs
A five-gold champ should not be a bigger four-gold spell. Each one now does something the cheaper copy cannot: drown the board, chain blinks, stop the clock, slam the front, ward the whole team.
Your ability card used to fib. It would show a number that was not the hit you actually landed. That is fixed. Put a damage item on a fighter and the ability hits harder, not just the auto-attack. Put a power item on a mage and the ability hits harder. Tanks heal and shield more when they have more Health. Other heals follow power items the same way. The card shows the real total.
Two champs of the same cost should not be the same spell with more Health. Husk used to be a weaker Sever. He now heals from the cut. Other copies in the same cost got their own jobs too.
Five-gold champs were still bigger copies of cheaper spells. They are not copies now. Maelis drowns the whole board. Umbra keeps blinking until someone lives. Chronarch stops the clock. Pixlit wards everyone.
Early gold was too easy. Five a round from the first fight meant boards were done before anyone had items. Early rounds pay less now. After that you are back to 5 a round, plus 1 extra when you win a player fight. The first extra-picks are mostly Gold. A few of the biggest extra cards were winning too many games, so we trimmed them.
Abilities
If you only read one section, read this one. Items and traits now show up on the ability, not just the auto-attack.
Abilities use your stats
The number on the card is what the champ does with no items. Then combat uses the Attack, Ability Power, or Health you actually have. Attack champs scale with Attack. Mages scale with Ability Power. Hybrids split the difference. Tank heals and shields grow with Health. Everyone else’s heals and shields use Ability Power the same way damage does. A Rod raises the heal. Stun time and how many bolts you fire stay as written. Those are not stats. Those are the ability.
- Attack champsAbility damage scales with Attack
- MagesAbility damage scales with Ability Power
- HybridsAverage of Attack and Ability Power
- Tank heals & shieldsScale with Health
- Other heals & shieldsHalf of bonus Ability PowerFull Ability Power, same as mage damage
The ability card
You see what the ability does, with the live total in the sentence. Base plus bonus sits underneath. Then the 1 / 2 / 3 numbers, but only for values that grow when you star or when you itemize. A 1-hex splash, a 7-hex line, or below half health stays in the sentence. Hover a stat and you get the same idea: how much is the champ, how much is the item, in that stat’s color. No more mystery meat.
- Ability sentenceLive total, with base + bonus under it
- Star table1 / 2 / 3 for numbers that grow. Flat numbers stay in the sentence.
- Stat hoverOne mashed numberBase + bonus, in the stat color
How long you stand still after an ability
Every champ used to freeze for almost a second after spending the bar. That is right for a giant meteor. That is wrong for Kindle. Cinderfang’s whole job after the buff is to keep swinging, and the freeze ate a quarter of the rage. Each ability has its own pause now: a blink for self-buffs, a bark for shields, a swing for melee, a beat for bolts, and the long freeze for the big map abilities. Mana stays locked for the whole self-buff so you cannot dump two in a row through it.
- After an abilityEveryone froze ~0.87sDepends on the ability
- Mana during a self-buffLocked until it finishes
Champion kits
If two champs cost the same gold, they should not do the same thing. These nine were copies. They are not copies now.

Husk
He was a smaller Sever: same slash, same mana, less of everything. He now drinks the cut. Sever still slashes. Husk stays alive.
- Hollow DrainSlash the targetSlash and heal

Slagguard
He was a second Brim with a shield and nothing else. The plate now burns whoever is standing on it.
- Slag PulseShield onlyShield, then scorch adjacent enemies

Spark
She bounced the same way Zinn does. She now fires a line through the target.
- Cinder PierceBouncing boltA line through the target

Tidepup
He copied Fen’s heal-and-poke. He now heals the hurt ally and speeds that ally up.
- Salt BlessingHeal and pokeHeal and attack speed on one ally

Hexbolt
He dashed to the back line and slowed, same as Riptide. He now jumps the weakest enemy and stuns them.
- Hex PounceDash farthest and slowJump the weakest and stun

Zephyra
She copied Ez’s extra swing on every attack. She now spins once, hits who is next to her, then swings faster.
- Sand WhirlAttack speed and a second targetA spin around her, then attack speed

Nightvine
He was a second Ashveil execute. He now cuts and bleeds, and still grows Attack when something dies.
- Night LashExecute below half healthPhysical hit plus true bleed

Tempestra
She rolled random bolts like Riftbow. She now drops thunder on the densest clump.
- ThunderburstRandom boltsA blast on the densest enemies

Cogmage
He was a smaller Vulcanis meteor. The foundry now fires a ray through the line.
- GearbeamCluster blastA ray through the target line
Five-gold champs
A five-gold champ should feel like the reason you held gold and hit level 8. These nine were bigger copies of cheaper spells. Each one now has a job the rest of the shop cannot copy.

Maelis
She copied Abyssal’s cluster wave. She now drowns every enemy, heals every ally, and stuns the thickest clump.
- Drowned StarCluster wave and a small stunBoard-wide damage, team heal, stun the clump

Umbra
He blinked once, same as Pyrelord. He now keeps blinking to the weakest enemy until someone lives through it.
- Reaping SilenceOne blink, refund on a killChain blinks, stop if they live

Mossbeard
The grove already had its own job. Enemies caught in it now also cannot walk.
- Awaken the GroveDamage and ally shields on the clumpSame, and those enemies are rooted

Kaeda
The dash through the team already belonged to her. Enemies she passes now also eat a short stun.
- Tempest BladesDash through and swing fasterSame, and a stun on everyone passed

Inferna
She was a bigger Vulcanis meteor. The mountain now bursts, keeps burning, and shields her.
- CalderaCluster blastBlast, burn, and a self shield

Leviathan
He copied Voltarr’s shield and two lightning bolts. He now slams the bodies at his feet, stuns them, and makes them hit him.
- Colossus CrashShield, then zap the nearestShield, slam adjacent, stun and taunt

Voidking
He bit one target, same as Grimmaw. The throne now slams everyone next to him, heals per body, and stuns the weakest.
- Throne FeastBite one and healSlam adjacent, heal per hit, stun the weakest

Chronarch
He copied Ez’s extra swing. He now stops every enemy for a beat, then fights with more Attack and attack speed.
- Stop the ClockAttack speed and a second targetStun everyone, then a personal fight window

Pixlit
He warded one ally, same as Flare. Father of the Storm now shields every ally, shocks every enemy, and hurries the whole team.
- Storm FatherShield one ally and lash near themTeam shield, board shock, team attack speed
Balance
Some four-gold champs were carrying whole traits just by showing up. Health first. The spell stays the same.

Pyrelord
He was on too many first-place boards. The blink is the same. He has less Health, and he hits a bit softer.
- HealthLower
- AttackLower

Ironchoir
Same hymn. Less Health. He was the four-gold body on too many Feywild firsts.
- HealthLower

Galeheart
Same lightning. Less Health. She was the four-gold body on too many mage firsts.
- HealthLower
Gold & extras
Early gold
The start of the game is supposed to be tight. Five gold every round from the first fight meant you could finish a board before anyone had items. That is a lot of game with nothing to buy toward. Income now ramps up, then sits at 5.
- After 1-25 gold2 gold
- After 1-35 gold2 gold
- After 1-45 gold3 gold
- After 2-15 gold4 gold
- Every round after that5 gold
- Win a player fight+1 gold next round
Extra picks and the shop
The first extra-pick is supposed to be mostly Gold. Ours was stuffed with bronze, so we had been hiding Gold-sized power on bronze cards. That was a mess. The first pick is mostly Gold now. Later shops find more 4-costs. Golden stones are rarer. Crests are still how you emblem.
- First extra-pick mixLots of bronzeMostly Gold
- Shops at 7 / 8 / 9More 4-costs later
- Golden stones5% of parts from stage 22%
How strong extras are
Bronze should be smaller than silver. Silver smaller than gold. Prismatic is the spike. A few prismatic cards were still winning way too much. Titan’s Bulwark waits until 8 rounds (same wait as War Trophies) and keeps the big Health pack. Apex Predator is 18 Attack / 14 Ability Power / 10% attack speed. Endless Legion’s extra units cost 160 Health. Killing Edge came down with Apex so the two Attack cards do not drift apart.
- ExtrasBronze < silver < gold < prismatic, for real
- Titan's Bulwark unlock4 rounds8 rounds (big Health pack kept)
- Apex PredatorWinning too much18 Attack / 14 Ability Power / 10% attack speed
- Endless Legion Health tax-160 Health for +2 team size
- Killing EdgeTrimmed with Apex so the Attack cards stay paired
Traits
Team bonuses
Traits do their thing again. We are not blanking tooltips to chase a graph. The tooltip is one number you can see at a glance, or two when the second number is the whole point (shield and how often, rage and life steal).
- Trait combatBonuses back on the tooltip
- Trait tooltipsA wall of wordsOne (sometimes two) numbers
Sentinel
Two Sentinels were still winning about one game in four. Cutting the champions barely moved it. The 2-break now pulses every 5 seconds instead of feeling like a second life bar. Bigger Sentinel still pulses faster. That is the point of going bigger.
- Sentinel (2) pulseFasterEvery 5s
- Sentinel (4 / 5 / 6)Still every 3.5s
Play experience
Selling with E
Hover a champion, press E, they sell. You do not have to click them first. If your fingers already do this, they can stop being sad.
- SellE sells whoever you are hovering
Shop
Cards you own shine. A card that is one copy from a star flashes gold so you can see it from across the rail. Hover a trait, and shop cards with that trait light up. Rerolls pop all five new faces at once, instead of fading them in like a slideshow.
- Almost a starGold flash on cards one copy away
- Trait hoverMatching shop cards light up
- ShinesTravel off both edges. Owned cards read brighter.
Board and camera
When a fight starts, leftover units sit by role instead of dumping into whatever space was free. Range preview paints the caster’s space too. On a phone the board looks sharper, and you can pinch to zoom. Dragging your legend does not steal the camera when you are zoomed in.
- Auto placeSits by role when a fight starts
- Range previewCaster space is highlighted
- Phone cameraSharper board + pinch to zoom
- Legend dragDoes not steal zoomed-in pan
Planning screen
The combine card on the right was getting cut off. Item slots on the equip preview are square, and the recipes stay on the tray where they belong. Stacking bonuses print as +AP (or the real stat), not a round meter you had to decode. Extra-pick cards shrink on a sideways phone so they fit.
- Combine cardNo longer gets cut off
- Equip previewSquare slots. Recipes stay on the tray.
- Stacking bonusesA round meter+AP / the real stat
Accounts
Old games and new games
Starting a new game gives up leftover live seats instead of dumping you into some other match that was still ticking. A leftover game is a game you can rejoin, not a clock bug. The settings text no longer promises a rejoin after you give up.
- New gameGives up leftover live seats first
- Leftover gameA session you can rejoin
- Give up textDoes not promise a rejoin
Art

Husk
He is holding the cleaver. He is about 15% smaller so he does not dwarf the other 1-costs. The shop picture is the splash you already know.
- Held itemThe cleaver
- Size on the board~15% smaller
- Shop pictureFrom the splash

Sever
Sever idles, walks, and attacks looking like himself. He read tiny as a 1-cost machine, so he is about 10% bigger. Everyone else went the other way and shrank 10%, so the board can breathe.
- On the boardIdle, walk, and attack
- Sever size~10% bigger
- Everyone else~10% smaller
For agents
Cheaper loop
One wake, diffs, legal hints, and one live game per account. Do not call get_state. wait_for_phase plus act is the path. Home shows Rejoin if a seat is still alive. Starting vs-bots gives up a leftover practice seat.
- LoopOne wake, diffs, legal hints, one live game
Bug fixes
Fixes
- WalkingWalk cycles keep looping from space to space
- Health barsStay upright when units turn
- Incoming portalHost champs no longer hitch. Visitors face the host.
- Travel facingChamps no longer turn away, then back, into the portal
- Fight startA turn-around, not a snap
- ScoreboardYour row is readable
- Leftover itemsOld leftover item ids no longer crash the ticker