Mechanics

Reset Cooldown

All “Reset Cooldown” holders won’t be able to reset cooldowns from any other creature with that effect.

Affected creatures:

  • Air Shaman.
  • Air Zealot.
  • Light Zealot.

Freeze Mail

After receiving an attack, the enemy is frost for 2 turns, instead of 1. 

Affected creatures:

  • Water Rimururu.
  • Water Dragon.

Creatures

Rank 4

Creature Spell Before Now
Air Colossus 2nd Spell Attacks an enemy with an attack increase based on own critical damage. 50% chance of attacking again. Attacks an enemy with an attack increase based on the caster’s defense. 50% chance of attacking again.
Aura 5% increased critical chance and 5% increased hp to all construct allies. 5% increased own critical damage if the HP is below 30%.

Critical chance +5%
HP +5%
Critical Damage +2%
Critical Damage +5%

+5% critical chance and +5% HP to all Construct allies. If the holder’s HP is below 40%, the holder has +10% critical damage.

Critical chance +5%
HP +2%
HP +5%
Critical Damage +10%

Earth Colossus 2nd spell Attack all enemies, increasing attack based on own defense. 60% chance of stunning them for 1 turn. 60% chance of decreasing their attack for 2 turns.

Effect Probability +5%
Effect Probability +5%
Effect Probability +5%
Effect Probability +10%
Cooldown Time -1

Attacks all enemies with an attack increase based on the caster’s defense, then decreases their attack for 2 turn(s). 60% chance of stunning them for 1 turn(s).

Effect Probability +5%
Effect Probability +5%
Effect Probability +5%
Effect Probability +10%
1st Effect turns +1
Cooldown Time -1

Aura 2% increased defense for EACH ally without harmful effects and 2% increased speed for EACH enemy with harmful effects.

Defense +1%
Speed +1%
Defense +2%
Speed +2%

5% increased defense for EACH ally without harmful effects and 5% increased speed for EACH enemy with harmful effects.

Defense +2%
Speed +2%
Defense +3%
Speed +3%

Fire Demon Enforcer 2nd spell Attacks an enemy with attack based on own defense, cast a shield on all allies minus self equal to 10% of own defense for 2 turn(s), increases their defense for 2 turn(s) and resistance for 2 turn(s). Attacks an enemy with an attack increase based on the caster’s defense. The caster obtains Thornmail for 1 turn(s), and all the other allies obtain a shield that equals 10% of the caster’s defense for 2 turn(s), and increased defense for 2 turn(s).
Water Demon Enforcer Evolution Stat Resistance → Accuracy
Aura All the inferno allies gains +30% of own HP and 15% of own resistance.

HP + 5%
Resistance + 5%
HP + 10%
Resistance + 10%

All the Inferno allies gain +30% HP and +15% accuracy.

HP + 5%
Accuracy + 10%
HP + 10%
Accuracy + 25%

Air Demon Enforcer Aura At the beginning of each wave, 10% chances to prevents all enemies from receiving turn bar boost for 2 turns.

Probability + 2%
Probability + 3%
Probability + 5%
First effect duration +1

At the beginning of each wave, 10% chances to prevents all enemies from receiving turn bar boost for 2 turns.

Probability + 5%
Probability + 5%
First effect duration +1
Probability + 15%

Water Zealot 2nd spell Attacks an enemy with attack increased based on own defense, inflicting great damage, and heals self by 25% own max HP. Then, freezes the attacked enemy for 2 turns. Attacks all enemies strongly with an attack increase based on the caster’s defense. The caster heals 25% of their own HP, and freeze the target enemy for 2 turn(s).
Passive Elemental advantage over every other element. If an attack is critical, steals 35% of the enemy’s turn bar. At every end of turn has 50% chance to cast a divine shield that will fully protect from the first attack received for 2 turns. The holder has elemental advantage over all elements. At every end of turn, the holder has 50% chance of casting a Divine Shield for 2 turn(s) and 70% chance of stealing 40% of the turn bar from the enemy target. 
Light Zealot 2nd spell Casts Heroism on an ally, reduces the cooldowns of their spells by 1, and fills their turn bar by 70%. Then, absorbs up to 1 Concentration Point for each ally. If the caster has 4 Concentration Points, fills the turn bar of all the other allies by 20% and increases the duration of all allies’ beneficial effects by 2. (CD:5) Casts Heroism on an ally, resets the cooldown on their spells, and fills their turn bar by 70%. Then, absorbs up to 1 Concentration Point for each ally. If the caster has 4 Concentration Points, fills the turn bar of all other allies by 20% and increases the duration of all allies’ beneficial effects by 2. (CD:6)
Aura The holder is immune to blind, and their attacks cannot be dodged.
If the targeted enemy has less than 50% of HP, they receive 20% more damage. If the targeted enemy is a Dark creature with less than 75% of HP, they receive 20% more damage. If the targeted enemy fits both conditions, they receive both of the extra damage.First Damage +5%
Second Damage +5%
First Damage +5%
Second Damage +5%
The holder is immune to Blind, and their attacks cannot be dodged. All Dark enemies receive +15% damage from incoming attacks, and all other enemies receive +5% damage from incoming attacks. If the targeted enemy has less than 50% HP, increases the incoming damage by 40% for 1 turn(s). 

Second damage +2%
Second damage +3%
First damage +5%
Effect turns +1

Water Fate Spinner 2nd spell Increases own defense for 2 turns, and casts spread damage on self for 2 turns. Then, attacks all enemies with great damage and taunts them for 2 turns. Obtains 2 Concentration Points.

Damage +5%
Damage +5%
Damage +10%
1st Effect turns +1
3rd Effect turns +1
Cooldown -1 turn

Increases the caster’s defense for 2 turns, and casts spread damage on themselves for 2 turns. Then, attacks all enemies strongly and taunts them for 2 turns. All allies obtain 1 Concentration Point(s). 

Damage +5%
Damage +5%
Damage +10%
1st Effect turns +1
3rd Effect turns +1
Concentration Points +1
Cooldown -1 turn

3rd spell Attacks all enemies with great damage and poison the target twice for 2 turns. Then, increases the attack of all allies for 2 turns. If self has 3 Concentration Points, casts Reverse Damages on all allies for 2 turns. If self has 5 Concentration Points, casts Fear on all enemies for 2 turns. This effect cannot be resisted. Attacks all enemies strongly and poisons the target twice for 2 turns. Then, increases the attack of all allies for 2 turns. If the caster has 2 Concentration Points, casts Reverse Damages on all allies for 2 turns. If the caster has 4 Concentration Points, casts Fear on all enemies for 1 turn(s). This effect cannot be resisted.
Water Deva Aura 10% chance to increase attack for 1 turn, increase accuracy for 1 turn and refill turn bar by 10% to a random creature of the enemy team and also 10% chance to apply the same effects over a random ally at the end of own turn.

1st probability +5%
2nd probability +5%
1st probability +15%
2nd probability +15%

10% chance to increase attack for 1 turn, increase accuracy for 1 turn and refill turn bar by 10% for a random enemy creature, and also to apply the same effects to all the other allies, at the end of the holder’s turn. 

Effect probability +5%
Effect probability +5%
Effect probability +5%
Effect probability +15%

Earth Deva 2nd spell Attacks an enemy, increasing attack based of the enemy defense. 50% chance of turning them to stone for 2 turn.

Damage + 5%
Damage + 5%
Damage + 5%
Damage + 5%
Damage + 10%
Cooldown Time -1

Attacks an enemy with an attack increase based on the caster’s critical damage. 50% chance of turning them to stone for 2 turn(s).

Damage + 5%
Damage + 5%
Damage + 5%
Damage + 5%
Effect probability +20%
Damage + 10%
Effect probability +30%
Cooldown Time -1

Air Giant 2nd spell Attacks an enemy, inflicting moderate damage with increasing attack based on own max HP. 50% chance of puting all their skills on cooldown

Damage +5%
Damage +5%
Effect Probability 10%
Damage +5%
Damage +10%
Effect Probability 10%
Cooldown Time -1

Attacks an enemy, inflicting moderate damage with increasing attack based on own max HP. 50% chance of puting all their skills on cooldown

Damage +5%
Damage +5%
Effect Probability 15%
Damage +5%
Damage +10%
Effect Probability 15%
Cooldown Time -1

3rd spell Taunts all enemies and blocks them from receiving healing effects and beneficial effects for 1 turn(s). Then, reflects damage and shelters self from 40% incoming damage for 2 turns. Taunts all enemies and mutes them for 2 turns. If the caster has more than 50% HP, obtains reflect damage and increases their incoming damage by 40% for 2 turns. Otherwise, the caster obtains Thornmail and shelters themselves from 40% of the incoming damage for 2 turns.
Earth Giant Aura Grants 3% increased attack to all allies for EACH construct or fortress ally of the team. Self 3% increased damage against magic enemies.

Attack +2%
Increased Damage +2%
Attack +3%
Increased Damage +3%

All allies have +3% attack for each Construct or Fortress ally creature in the team. The holder has +3% damage against Magic enemies, and +5% critical chance. 

Attack +2%
Attack +3%
Increased Damage +5%
Critical chance +15%

Fire Kirin 2nd spell Attacks an enemy increasing attack based on own critical damage. If the enemy has more than 40% HP implants a parasite(s) that devours 10% of their HP, increasing 8% each lapsing turn for 1 turn(s). If the enemy HP is below 40% casts madness on it. Attacks an enemy with an attack increase based on the caster’s critical damage. If the target has more than 40% HP implants a parasite(s) that devours 10% of their HP, increasing 8% each lapsing turn for 1 turn(s). If the enemy’s HP is below 40% casts unresistible madness on it.
3rd spell Confuses all all enemies for 1 turn(s) and then attacks them. If the target has parasite active, increases the duration of all enemies harmful effects by 1. (CD:5)

Damages +5%
Damages +15%
First effect duration +1
Cooldown Time -1

Confuses all all enemies for 1 turn(s) and then attacks them. If the target has parasite active, increases the duration of all enemies harmful effects by 1. (CD:6)

Damages +5%
Damages +15%
First effect duration +1
2nd effect duration +1
Cooldown Time -1

Rank 3

Creature Spell Before Now
Water Grim Reaper 2nd spell Strongly attacks all enemies, removes 3 beneficial effects from them.

Damage +5%
Damage +5%
Damage +10%
Beneficial effect +1
Cooldown -1

Strongly attacks all enemies, removing 2 of their beneficial effects and 10% of their turn bar. 

Damage +5%
Damage +5%
Damage +10%
Beneficial effect +1
Turn bar +10%
Cooldown -1

Passive Self is immune to heal and revive. Prevents the target from receiving beneficial effects for 1 turn(s) and mutes it for 1 turn(s) every time self attacks an enemy. The holder is immune to Heal and Revive. Prevents the target from receiving a turn bar increase for 1 turn(s), this effect being unresistible, then mutes them for 1 turn(s) every time the holder attacks an enemy.
Air Grim Reaper 2nd spell Strongly attacks all enemies, recovers the turn. Strongly attacks all enemies. The caster increases their accuracy for 1 turn(s). If the target is cursed, increases the duration of all negative effects by 1. Else, recovers the turn.
Earth Grim Reaper 2nd spell Increases own attack for 1 turn(s), then attacks all enemies, steals 5% of their turn bar.

Damage +5%
Damage +5%
First effect duration +1
Steal +5%

The caster increases their attack for 1 turn(s) and accuracy for 1 turn(s), then attacks all enemies, stealing 5% of their turn bar.

Damage +5%
Damage +5%
First effect turns +1
Steal +5%
Second effect turns +1
Cooldown -1

Fire Unicorn 2nd spell Attacks an enemy, inflicting great damage. If attack is critical, stuns them for 1 turn.

Damage +5%
Damage +5%
Cooldown Time -1

Attacks an enemy strongly with an attack increase based on the caster’s HP, then has 60% chance of stunning them for 1 turn(s). 

Damage +5%
Damage +5%
Effect probability +10%
Effect turns +1
Effect probability +10%
Cooldown Time -1

3rd spell Increases speed of all allies for 1 turn, refills their turn bar by 10%, and clears 2 harmful effect from them

Turn bar increment +5%
Turn bar increment +5%
Turn bar increment +5%
Effect Turns +1
Cooldown Time -1

Increases speed of all allies for 1 turn, refills their turn bar by 25%, and clears 2 harmful effect from them

Turn bar increment +5%
Turn bar increment +5%
Turn bar increment +5%
Effect Turns +1
Clean +1
Cooldown Time -1

Aura 10% chances to mute all enemies for 1 turn(s) when self receive a critical hit. 10% chances to increase duration of all beneficial effect(s) on all allies by 1 whenever self resists to a harmful effect.

first probability +5%
Second probability +5%
first probability +10%
Second probability +10%

All Plants or Sylvan allies have +1% HP. 10% chance to increase the duration of all beneficial effect(s) on all allies by 1 each time the holder resists a harmful effect.

Effect probability +5%
Effect probability +5%
Effect probability +5%
HP +2% 

Air Serpent Fly 2nd spell Teams up with 1 ally to attack an enemy. 60% chance of confusing them for 2 turns.

Effect Probability +5%
Effect Probability +5%
Effect Probability +10%
Cooldown Time -1

Teams up with 1 ally to attack an enemy. 60% chance of confusing them for 2 turns.

Effect Probability +5%
Effect Probability +5%
Effect Probability +10%
Team Up +1
Cooldown Time -1

3rd spell Attacks an enemy, turns all other enemies to stone for 1 turn, and drains their HP for 2 turns. Drain is 60% of own attack Attacks an enemy strongly and steals 50% of their turn bar. Then, turns all the other enemies to stone for 1 turn(s) and drains their HP for 2 turn(s). Drain is 75% of the caster’s attack.

Rank 2

Creature
Spell
Before
Now
Water Basilisk Aura All animal allies have 3% increased damage against frozen enemies. All animal allies have 3% increased damages against paralyzed enemies.
Dark Nymph 2nd Heals all allies by 20% of their HP, cleans 1 of their harmful effect(s), and purges 1 beneficial effect(s) from all enemies.

Heal +10%
Clean +1
Purge +1
Cooldown -1

Heals all allies by 20% of the caster’s HP, cleans 1 of their harmful effect(s), and purges 1 beneficial effect(s) from all enemies.

Heal +5%
Clean +1
Purge +1
Heal +10%
Cooldown -1

Rank 1

Creature Spell Before Now
Zombie (from zombiecall) 2nd spell Attacks an enemy increasing the attack based on enemy’s speed. 80% chance to decrease their defense for 2 turns. (CD:1) Attacks an enemy increasing the attack based on enemy’s speed. 80% chance to decrease their defense for 2 turns. (CD:2)
3rd spell Attacks all enemies with 50% chance to implants them a parasite that devours 10% of their HP, increasing 8% each lapsing turn for 3 turns. (CD:1) Attacks all enemies with 50% chance to implants them a parasite that devours 10% of their HP, increasing 8% each lapsing turn for 3 turns. (CD:4)

Bubble’s Task – Chapter 4

A new bubbles’ tasks chapter has been added to the game!

General Improvements

  • Performance has been improved.
  • Anti-cheater system has been improved.

Most Relevant Fixes

Creatures/Gameplay

  • Rank up displays rank 6 – level 1 creature stats when the creature is lower than level 35.
  • Reviving in a dungeon resets the level timer.
  • Focus marks are maintained using fast replay.
  • Light nymph/Dark Imp passive is not increasing self turn bar as expected.
  • Water Necro never use his s2 when he is targeted with the automode.

Crash/OoS

  • Opening Epic soulstones in a fast paced manner by tapping the “Skip” button can cause the opening of a soulstone you do not own resulting in a Out of Sync.
  • Opening the Hero of the month soulstone in a fast paced manner causes the game to freeze.
  • PvP energy afk reward is not correctly given to the player.

Text & Others

  • Wrong glyph’s substats displayed in afk rewards.
  • Victory screen of Tower of Eternity shows a level higher than it should.
  • Power saving button remains enabled in Settings when the Reset button is pressed.
  • Some building titles appear in lower case when they shouldn’t.
  • Arena battle timer does not refresh itself, not even after exiting and re-entering the Arena Menu multiple times.