• The Truce of Wyverndale has begun! Bring your customization to a whole new level with 100 Tiers of free and premium rewards for all heroes.
  • Free Pass rewards are available for all players without the need to purchase.
  • Premium Pass rewards are only available for players that purchased the Battle Pass of the current season on their platform of choice. Completing matches, arcade mode quests and daily orders gives you Battle Points. Getting Battle Points will unlock higher Tiers in the Battle Pass.
  • You can speed up your progression and unlock tiers using steel.
  • Free rewards include embossings, ornaments, an emblem outline, color swatches, paint patterns and more.
  • Premium rewards include executions, weapon sets, outfits, and dragon themed items for all heroes. The Premium Pass also grants a 10% Battle Points boost from completed matches.
  • Battle Pass rewards are all cosmetic items and do not affect gameplay. Gears that are part of the pass drop according to your hero reputation level, as any other gear earned by playing matches.

Developer Comment: With our first battle pass, we want to give players more reasons to engage on the content of the season and get the best from the time invested in the game. All original options for players in terms of acquiring new items will be kept in-game. This includes content of the week available via steel as well as sales and scavenger crates /drops at the end of the matches.


New Armor for Wu Lin Heroes:

  • Tiandi
  • Shaolin
  • Jiang Jun
  • Nuxia

New Armor Variations for Original Heroes and Year 3 Heroes:
  • Warden
  • Conqueror
  • Peacekeeper
  • Lawbringer
  • Raider
  • Warlord
  • Berserker
  • Valkyrie
  • Kensei
  • Shugoki
  • Orochi
  • Nobushi
  • Black Prior
  • Hitokiri
  • Jormungandr
  • Zhanhu

  • One new Rare weapon set for all Heroes


  • Added new Effects (Idle/Emote/Execution) to all Heroes. This reward can only be obtained during Season 13

  • We release the new ‘Catch-Up’ feature for all Spectator Mode users. You’ll now be able to spectate the selected match from the last current position (close to real-time but with a minimum technical delay of 15 seconds) or from the beginning.
  • Added a User Interface feedback (with a loading icon and text) to inform the player that we are currently waiting for more data to restart the simulation


  • Starting from Y4, we will have completely new visual of minions that will replace the old ones



Charged Heavy Opener Adjustments

Developer’s comment: The following 3 Heroes (Conqueror, Highlander, and Shinobi) were able to attempt parrying Heavies by holding their Heavy Charges and, if the attack was feinted, cancel the Charge almost immediately. This particular option select allowed them an extremely powerful defense – but we would like them to take some risk to attempt a parry. So here, we reduced the “charged heavy option select” for all 3 of these charge heroes (Conqueror, Highlander, and Shinobi).


  • [Adjustment] Can now only cancel a Charged Heavy at a minimum of 233ms into the Charge (from 33ms)
  • [Adjustment] Now allowed to block in any stance 200ms in the 300ms clip when cancelling a Heavy Charge (only had defense in the current stance for the whole 300ms)


  • [Adjustment] Can now only cancel a Heavy Charge at a minimum of 233ms into the Charge (from 33ms)
  • [Adjustment] Now allowed to block in any stance 200ms in the 300ms clip when cancelling a Heavy Charge (used to not have the ability to)
  • [Adjustment] Can now only cancel a Heavy Charge with a Dodge at a minimum of 400ms into the Charge (up from 0ms)


  • [Adjustment] Can now only cancel holding Heavy to go into Offensive Form at a minimum of 333ms into the Charge (from 33ms)
  • [Adjustment] Feinting Offensive Form now has 200ms of vulnerability to Guard Break (from 0ms)



  • [Adjustment] Increased Charging Heavy state forward movement to 1.5m/s (from 1.25m/s).
  • [Adjustment] Increased Opener Lights forward movement to 1.50m (from 1.25m).
  • [Adjustment] Increased Infinite Top Light forward movement to 1.25m (from 1.00m).
  • [Adjustment] Increased Infinite Side Light forward movement to 1.25m (from 0.50m).

Developer’s comment: Conqueror Lights would often miss opponents, so we gave them a bit more forward movement here. On the Charged Heavy state, even though we nerfed the option select (see previous entry “Charged Heavy Opener Adjustments”), we still like Conquerors to be able to pressure opponents by Charging and holding forward – so we make it a bit faster in forward movement.


  • [Adjustment] Decreased Light Riposte damage to 15 (from 20)
  • [Adjustment] Decreased “Blind Justice” damage to 30 (from 38)
  • [Adjustment] Decreased “Swift Justice” Finisher damage to 10 (from 12)
  • [Adjustment] Decreased “Impaling Charge” and “Impaling Riposte” damage to 5 (from 10)
  • [Adjustment] Decreased “Impaling Charge” and “Impaling Riposte” stamina cost to 15 (from30 stamina)

Developer’s comment: Landing “Blind Justice” is now a confirmed 40 damage (was 38+12), “Impaling Riposte” into Wall Stagger is now 35 (was 10+30), and “Impaling Charge” or “Impaling Riposte” no longer put the Lawbringer Out of Stamina after getting parried (and nearly Out of Stamina on block).


  • [Adjustment] Increase Top Light Opener speed to 500ms (from 600ms)
  • [Adjustment] increased Forward, Left and Right Throws duration by 100ms


  • [Adjustment] Improved the Berserker input comfort on their “Skilled Slash” parry follow-up


  • [Adjustment] Increased “Nature’s Wrath” forward movement to 5.0m (from 4.5m)


  • [Adjustment] Increased Dodge Forward Light forward movement to 3.25m (from 2.75m)
  • [Adjustment] Increased “Fuscina Ictus” Revenge gain to 30 Revenge gain (from 10)

Developer’s comment
: “Fuscina Ictus” was quite strong as a ganking tool when it caused 10 Revenge gain. While we want it to be a useful tool (to guarantee an ally’s Heavy attack, for example), here we set it to 30 Revenge gain, which is the value that most Melee attacks cause.


  • [Adjustment] Increased “Lotus Leap”, from Qi Stance, forward movement to 3.75m (from 3.0m)


  • [Adjustment] Forward dodge now branches to Top “Tiger Dodge” from 100ms-400ms (from 100ms-300ms). Top “Dragon Dodge” was and still is 200ms-400ms.
  • [Adjustment] Zone Attack now has a stamina cost of 30 on the first strike, 10 on the second, and 10 for feinting.

  • Zone Attack: 40 stamina cost (from 60)
  • Zone Attack Feint: 50 stamina cost (from 60)
  • Zone Attack Cancel into Dragon Kick: 60 stamina cost (from 80)

Developer’s comment: Tiandi uses quite a lot of Stamina to perform the Zone Attack and its branchings, which prevents Tiandi from utilizing this attack to strike below half of the Stamina bar (or even 2/3rds if you are in a group fight and want to threaten a ledge with a Dragon Kick). This new change reduces Tiandi’s Stamina Cost for all Zone Attack options, which we expect will increase the scenarios in which it is useful.


  • [Adjustment] Improved the Nuxia input comfort on their “Mirror Raid” Parry Punishes

Black Prior

  • [Adjustment] Increased “Tenebris Thrust” forward movement to 3.75 (from 3.25m)


  • [Adjustment] Forward, Left, Right Throws now push the opponent 0.25m further than before
  • [Adjustment] Decreased “Mangetsu” damage to 28 damage (from 30)

[B]Developer’s comment: [/B]We already reduced the “Endless Myriad” uncharged Heavies to 28 (were 30) in Patch 2.15.0. The intention was to increase the number of attacks a Hitokiri needs to kill an opponent (especially at the 120 HP level of many opponents). While this appears to have reduced the overall Win Rate for Full Population in Duel and Dominion somewhat, Hitokiri is still performing at the top of the pack (and is performing in tournament play as well). This suggests that we should apply the same change to the “Mangetsu” Openers to have them also slightly less effective (especially at that 120 HP level).


  • [Adjustment] Decreased “Jotunn Surge” stamina damage to 35 (from 40)
  • [Adjustment] Decreased “Jotunn Farewell” stamina damage to 45 (from 55)
  • [Adjustment] Decreased “Jotunn Gift