February 18, 2025

Greetings House Leaders,

A new update is arriving soon, including major changes to the foundation of battle! Please read our Dev Diary to learn more about how we have made these adjustments, and for more detailed information on the tuning, read on!

New

  • Added the option to recover your account on reinstall or when switching devices.

  • A new event, with new Champions, is coming on March 6th! Stay tuned for more details!

  • Smarter enemies in all game modes, including Raids defensive teams. Enemies now have a priority order which is considered when multiple enemies have their skills ready. Buffing abilities come first, followed by damage dealers. Stamina granting abilities fire last.

Champions sharing the same name can now be used on a team together. For example, you can now have all 3 Jon Snow Champions (King in the North, Battle of the Bastards, and the Bastard of Winterfell) on your team. You can also use the multiple Arya Stark, Alicent Hightower, Criston Cole, and Daenerys Targaryen Champions on your teams as well. This will also be true for future Champions!

Game Systems Changes

  • Addition of resistance caps (minimums and maximums) so no Champion can achieve complete damage immunity or infinite damage.

  • Adjusted the damage calculation to ensure the damage reduction formula always weighs ATK vs. DEF instead of the scaling values of abilities vs. DEF.

Tuning

We will be making major adjustments to some of the fundamental mechanics of battle, the ICE, BRITTLE and RAID status effects, and adjusting Champion skills and abilities to accommodate for these changes.

For more information, please read our Developer Diary.

We’ve made a minor adjustment to how we communicate stat upgrades in our patch notes, for better clarity. You will now see upgraded values communicated within parentheses. Ex. 50% (150%) means the base value is 50% and the maximum upgraded value is 150%.

RENEW

The RENEW keyword is now a very viable way to heal, and has been added to several champions.

  • Healing Per Turn: 0.05% Max HP → 1% Max HP

RAID

The RAID keyword has been adjusted to support the Greyjoy combo playstyle. RAID will now heal substantially more and increase your team’s damage by reducing the enemy’s physical resistance.

  • Healing: 0.5% Max HP → 1.5% Max HP

  • Tenacity Debuff: Removed

  • (New) Physical Resistance Debuff: 2% per mark

  • Debuff Duration: Infinite → 2 turns

SCOUTED

The SCOUTED keyword will now take into account the effect of unique gems. Example: A SCOUTED enemy will be marked by ARYA’S LIST when struck with Arya’s gem, even if it wasn’t in the matched gem’s lane.

ICE & BRITTLE

Please refer to our Dev Diary for an in-depth explanation of the changes we’ve made to ICE & BRITTLE.

ICE

  • Stamina Slow per ICE: 8% → 5%

  • (New) ICE: Each stack of ICE now increases the bonus damage of BRITTLE by 20%.

BRITTLE

  • Bug Fix: No longer amplifies HEALING or REVIVE.

  • Damage: No longer amplifies damage dealt from gems or effects such as FIRE and BLEED.

  • Damage: Bonus damage reduced from 300% → 200% (now increased by ICE)

  • Uncleansable: Once BRITTLE is applied to enemies, it can no longer be removed.

Sisters Reunited Ally Gem (Arya & Sansa)

  • Now applies ARYA’S LIST to the enemies it strikes.

The Starks

Arya Stark (The Lost Stark)

Arya has always been a survivor, but her abilities sometimes felt too reliant on others. Now, she stands stronger on her own, as she should. She can now apply ICE; meaning she triggers her own passive, no longer needing specific allies to do it for her. Her buffs no longer expire, ensuring that she remains a reliable force throughout battle. Her bonus damage now scales with ATK instead of Depose, making her strikes more consistent and deadly.

Skill

  • Damage: 266% (457%) → 225% (300%)

  • Bonus Damage: 50% (100%) → 75% (125%)

  • Bonus Damage Scaling: Depose → ATK

  • (New) Effect: 100% chance to apply ICE on Critical Strike

Passive

  • Crit Chance Buff: 10% (25%) → 5% (10%)

  • Crit Chance Buff: 10% (25%) → 5% (10%)

  • Buff Duration: 3 turns → indefinite

Arya Stark (Winterfell Returned)

WIth the changes to SCOUT, overstacking, and her Ally Gem with Sansa, Arya’s return is more dangerous for her enemies than ever before. Her gems are now far more effective, ensuring she strikes when it matters most. ARYA’S LIST will now mark enemies much more reliably, meaning those who have wronged her won’t escape their fate.

Skill

  • Damage: 12% → 30% (50%)

  • Bonus Damage: 69% (85%) → 175% (250%)

  • Gems Spawned: 1 (4) → 3

Passive

  • Damage: 25% (50%) → 20% (40%)

Catelyn Stark

Catelyn has always been the guiding hand of House Stark, and now, her presence on the battlefield truly embodies her role as the family’s protector and healer. She now wields RENEW, granting her sustained healing to keep her allies standing through even the longest battle. Her leader ability has been refined, making her the undisputed healing anchor of the Stark faction. Her self-sacrificing passive is now balanced with better mitigation, ensuring she can protect her own as fiercely as she once protected her children.

Skill

  • Healing: 63% (113%) → 75% (125%)

  • DEF Buff: 10% (25%) → 15% (25%)

  • (New) Effect: Applies 1 RENEW to the target

Passive

  • Sacrifice HP to Heal Ally: 10% → 20%

  • ICE: 2 (1 AoE) → 1

  • ICE AoE: 25% Chance to apply 1 ICE to all

(New) Leader

  • When an enemy is afflicted with ICE, the ally responsible, and Catelyn, are healed for 5% ATK

Ghost

Ghost now strikes with deadlier precision, forcing his enemies to live in fear of the hunt. PREDATOR’S GAZE ensures his bite is now as fierce as his bark, marking enemies for a swift and brutal end. Healing has been moved to his passive, meaning every strike is a choice - do you wound the strongest to heal, or finish off a target to gain stealth?

Skill

  • Damage: 32% (52%) → 75% (150%)

  • Bonus Damage: 154% → 75% (150%)

  • Stealth Duration: 2 turns → 3 turns

  • (New) Effect: No longer heals him on takedown - Ghost now recovers 15% (25%) Stamina on takedown

Passive

  • No longer reduces the Strongest enemy’s ATK with a 20% chance to apply 1 ICE → Ghost now marks the Strongest enemy with PREDATOR’S GAZE

  • Now heals 10% (15%) ATK when striking an enemy with PREDATOR’S GAZE

  • PREDATOR’S GAZE: Reduces the target’s ATK, Dodge, and Tenacity by 10%

Jon Snow (Bastard of Winterfell)

Jon’s strength has always come from his resilience, his allies, and the frozen fury of the North. With these changes, he is now the perfect warrior for those who fight under the Stark banner - and less of an easy pick for just any team. His ICE stacking is now tied to his skill, meaning you must time your attacks wisely to cash in on the chilling power he wields. NORTHERN GIFT builds when allies crit or apply ICE, reinforcing his synergy within Stark teams. When enemies become BRITTLE, Jon unleashes devastating bonus damage and spreads even more ICE across the battlefield.

Skill

  • Damage: 104% (129%) → 100% (200%)

  • Buff Duration: 4 turns → 3 turns

  • Crit Chance Buff: 15% (25%) → 15% (30%)

  • Crit Damage Buff: 15% (25%) → 15% (30%)

  • Buff Duration: 4 turns → 3 turns

(New) Passive

  • When an ally lands a critical strike or ICE to an enemy, Jon gains 1 NORTHERN GIFT. When he uses his Skill, he deals 20% (35%) ATK bonus damage for each NORTHERN GIFT he has, if they are BRITTLE. He then applies 1 ICE to the target for each NORTHERN GIFT. Jon loses all NORTHERN GIFT upon using his Skill.

Jon Snow (Battle of the Bastards)

Battle of the Bastards Jon Snow has been the strongest Stark damage dealer, but his greatest limitation was that he couldn’t fight alongside his own past selves - the best ICE appliers. Now that he can, we’ve refined his role as a tenacious warrior who thrives in the chaos of battle. His finishing power has been slightly reduced to balance the ability to field multiple versions of Jon Snow together. His passive now grants a stamina boost, ensuring he has the strength to keep fighting and strike back harder when his allies fall. He still applies ICE when allies perish, but this has never been his defining strength - which will continue to be his swift vengeance.

Skill

  • Damage: 50% (104%) → 25% (50%)

  • Bonus Damage: 20% (107%) → 50% (70%)

Passive

  • ICE: 1 (3) → 1 (2)

  • AoE ICE Chance: 25%

  • (New) Effect: Jon gains 25% Stamina when an ally is defeated.

Leader

  • ATK Debuff: 10% → 15%

Jon Snow (King in the North)

King in the North Jon Snow has always been one of the greatest wielders of ICE, and with these changes, his power over the battlefield grows even stronger. His bonus attacks now target random foes, which may feel like a shift, but it pairs seamlessly with his new passive, ensuring he spreads ICE far and wide. His passive grants stamina when applying iCE to new targets, allowing him to fuel himself for even more relentless attacks. Though his stamina speed is slower, his newfound synergy makes him more sustainable over time, ensuring he remains a dominant force in battle.

(New) Skill

  • Stamina Speed: Slow → Very Slow

  • Jon strikes a target enemy for 100% (200%) damage and applies ICE to them. He then strikes 4 times, dealing 60% (75%) damage with a 75% chance to apply bonus ICE. The additional attacks target random enemies.

(New) Passive

  • When an enemy is afflicted with ICE, Jon gains 5% (10%) Stamina, and the target enemy loses 5% Stamina.

Leader

  • REVIVE HP: 10% → 35%

  • DEF Buff: 10% → 15%

  • DEF Buff Duration: 5 turns → 4 turns

Sansa Stark

Sansa has always been a protector, a tactician, and a survivor, but now, her strength extends beyond simply cleansing wounds - she prevents them before they take hold. These changes reinforce her anti-BLEED role, while making her a stronger Stark support champion in most situations. With stronger buffs, she ensures her allies stand firmer in battle, and she now leverages a much improved RENEW both in her skill and passive. Her new passive makes her a powerful ICE champion when faced with heavy debuffing foes.

Skill

  • ATK and DEF Buff: 15% (23%) → 20% (35%)

  • Buff Duration: 4 (5) turns → 4 turns

  • No longer removes BLEED or ICE

  • (New) Effect: Grants 1 RENEW with a 75% (100%) chance of a bonus RENEW.

(New) Passive

  • When an ally is debuffed, Sansa applies ICE to the enemy responsible. Then she grants her ally 25% (40%) Tenacity and 1 RENEW.

(New) Leader

  • Sansa is immune to BLEED, and HEALS all allies 10% (15%) Max HP when an enemy becomes BRITTLE

Ned Stark

Ned has long been a master of many roles, but now his focus sharpens. He is no longer just a leader - he is the foundation of the Stark frontline, built to endure, protect, and command. His healing now scales off of Max HP, significantly increasing his durability and ability to take hits for his team. His Leader ability now has a 100% chance to apply ICE, removing variance and ensuring he consistently brings the fear of winter to battle. His role is more defined - less of a generalist, more of a steadfast protector, making him a true anchor for Stark teams.

Skill

  • Damage: 290% (347%) → 200% (300%)

  • TAUNT Duration: 3 (6) turns → 6 turns

  • (New) Effect: While Ned is TAUNTING, he has a 50% (75%) chance to apply ICE to his attacker.

(New) Passive

  • When an enemy becomes BRITTLE, Ned gains 25% Physical Resistance for 4 turns and HEALS the team for 5% (7.5%) of his Max HP. Ned HEALS himself when he takes Critical Damage.

Leader

  • ICE: 2 → 1

  • ICE Chance: 35% → 100%

Jory Cassel

Jory has long stood as a faithful protector to the Starks, but his place on their battlefield has been uncertain. Now, he carves out his own niche as a dependable source of ICE and vital support. He is now a reliable ICE applier, reinforcing Stark strategies without overlapping with Arya’s role. He grants stamina to Stark allies, ensuring they can continue to fight and keep the North’s enemies at bay. His presence is now one of steady resilience, making him a core asset in a well-balanced Stark team.

Skill

  • Targeting: Single target → All enemies

  • Attacks: 2 → 1

  • Damage: 208% (326%) → 50% (75%)

  • Bonus Damage: 61% (90%) → 50% (75%)

  • ICE: 2 → 1

  • ICE Chance: 75% → 80%

Passive

  • No longer removes STUN and DECEIVE from allies

  • (New) Effect: When an enemy becomes BRITTLE, all Stark allies gain 10% (15%) Stamina.

Lord of Bones

The Lord of Bones was once an unpredictable force, but his power was too unreliable to truly strike fear into his enemies. With these changes, he commands the battlefield with greater consistency and a relentless hunger for victory. His ICE application is a far more reliable asset to Stark teams, and his damage output has been refined. A new passive heals him when enemies fall, ensuring he thrives in the chaos. His leader ability’s dodge debuff is stronger, and lasts longer, weakening enemy defenses for an extended period.

Skill

  • Damage: 48% (112%) → 50% (100%)

  • Bonus Damage: 26% (48%) → 30% (50%)

  • ICE Chance: 60% → 75%

Passive

  • ICE: 2 (3) → 1

  • ICE Chance: 15% (25%) → 75% (100%)

  • (New) Effect: Heals 15% Max HP when an enemy is defeated.

Leader

  • Dodge Debuff: 40% → 50%

  • Dodge Debuff Duration: 8 turns → 12 turns

Northern Brawler

The Northern Brawler was once a bit too overwhelming for a common Champion, overshadowing others in his class. To bring balance, we’ve refined his strengths, ensuring he retains his control-based play style with STUN and reliable ICE, but without overpowering his peers. His stamina speed is slower, but in return, his damage significantly increased, and he now strikes twice instead of four times, making his hits more focused and impactful. His new passive effect also makes him an excellent enabler for heavy hitters.

Skill

  • Stamina Speed: Fast → Normal

  • Damage: 19% (43%) → 125% (150%)

  • Strikes: 4 → 2

  • ICE Chance: 60% (80%) → 75% (100%)

Passive

  • STUN Duration: 2 (3) → 2

  • (New) Effect: When an enemy becomes BRITTLE, reduce their DEF by 10% for 2 turns.

Ravenous Bone Collector

Once a chaotic spreader of ICE, the Bone Collector now wields his power more precisely and reliably. He may apply less ICE overall, but what he does apply will stick more often, ensuring his chilling presence is felt. His skill damage is significantly increased, and ICE application is more controlled, making his attacks more punishing. His passive ATK debuff is now stronger, and lasts longer, weakening enemies more effectively over time.

Skill

  • Damage: 13% (26%) → 50% (75%)

  • ICE: 2 (3) → 1

  • ICE Chance: 30% (47%) → 60% (75%)

Passive

  • ATK Debuff: 10% → 15%

  • ATK Debuff Duration: 2 (4) turns → 3 (4) turns

Woodland Archer

She’s been a quiet but deadly force, and now, her strikes carry more weight, more consistency, and a chilling new effect. With significantly increased damage and controlled ICE application, her attacks hit harder, and guarantee ICE lands on the mark. Her new passive effect embodies the ways of the Starks, but from the shadows in the cold - draining enemy stamina for disruption on par with ICE itself.

Skill

  • Damage: 23% (36%) → 50% (75%)

  • ICE: 2 → 1

  • ICE Chance: 70% (90%) → 75% (100%)

Passive

  • STEALTH Duration: 3 (4) turns → 3 turns

  • (New) Effect: While in STEALTH, her Skill reduces enemy Stamina by 10%

The Greyjoys & Triarchy

Craghas Drahar

With these changes, Cragas becomes a more reliable damage dealer and battlefield manipulator, making sure his enemies are constantly under pressure while his allies remain elusive. His new Skill increases his team’s survivability. His new Passive ensures the enemy team is vulnerable to combo setups, and his new Leader ability immediately swings the battle in his team’s favor.

(New) Skill

  • Strikes a target, dealing 75% (125%) damage immediately. The target takes that same damage at the start of the next 3 turns. All allies gain 25% (35%) Dodge Chance for 3 turns.

(New) Passive

  • When an ally uses their Skill, they gain 20% (25% Fire Resistance for 3 (4) turns, and all enemies are afflicted with RAID.

(New) Leader

  • At the start of combat, STUN the Strongest enemy for 2 turns. When an ally is defeated, STUN the enemy who defeated them for 1 turn.

Euron Greyjoy

He’s always thrived on chaos and overwhelming force, and now, his rework cements him a master of combos and sustained pressure. His faster Skill, when used as a follow-up will seriously hinder the enemy team. His new Passive extends crowd control efforts, and his new Leader ability allows for combos to keep rolling onto new targets.

(New) Skill

  • Stamina Speed: Normal → Fast

  • Euron deals 200% (350%) ATK Physical Damage to a target enemy. If this was not the first ability used in the turn, the target gains 3 RAID and suffers a 10% (20%) DEF debuff for 2 turns.

(New) Passive

  • When a RAIDED enemy is critically struck, Euron has a 75% (100%) chance to DECEIVE them for 1 turn and apply FEAR 1 (2) turns.

(New) Leader

  • When a RAIDED enemy is defeated, a random enemy gains 5 RAID and FEAR 1 turn.

Yara Greyjoy

She’s a relentless warrior, and now, she fully embraces a risk-reward playstyle that rewards aggression. With her new kit, she executes enemies with precision and keeps the pressure on. Her new Skill makes her a deadly finisher for combo teams. Her new Passive ensures that her team’s RAID efforts bring the pain, and her new Leader ability can create huge momentum swings in battle.

(New) Skill

  • Yara deals 100% (125%) damage to a target, and deals a bonus 40% (65%) damage for each RAID on them.

(New) Passive

  • If Yara is below 50% HP, she will attack enemies for 40% (50%) damage when they are afflicted with RAID (attack removes 1 Buff from the target).

(New) Leader

  • When Yara defeats a RAIDED enemy, she STUNS a random foe for 2 turns (and removes 1 Debuff from allies).

Theon Greyjoy

Theon’s rework ensures he is a powerful starter champion, delivering early aggression and punishing enemies throughout the fight. Whether fighting with his Northern kin, or his Ironborn blood, he now fully embraces both play styles. His new Skill, when used as a starter, gets things rolling, regardless of which team he’s on. His new Passive keeps the pressure on the enemy team, and his new Leader ability ensures the battle’s momentum stays in his team’s favor.

(New) Skill

  • Theon deals 200% (300%) ATK Physical Damage to a target. If he is the first ability used in a turn, his target will be afflicted with 1 ICE and RAID, with a 50% (75%) chance to apply a bonus ICE and RAID

(New) Passive

  • Theon is both a Stark and a Greyjoy. When an enemy becomes BRITTLE, he strikes them for 75% (125%) ATK Physical Damage. When a RAIDED enemy is defeated, he strikes a random enemy for the same amount.

(New) Leader

  • When a RAIDED enemy is defeated, all allies remove 1 Debuff. The ally who landed the final blow removes 3 additional Debuffs.

Ironborn Berserker

He was already a strong fit for the Greyjoy combo play style, but these adjustments make him more reliable without forcing you to gamble his health for power. His Skill hits harder in all situations, without risky play, and his Passive’s accuracy becomes more reliable in the late game.

Skill

  • Damage: 545% (890%) → 600% (800%)

  • Bonus Damage on low HP: Removed

  • Accuracy: 30% → 25% (40%)

Passive

  • Accuracy Buff: 30% → 30% (50%)

Ironborn Scout

He’s now a true initiator, making the enemy team start every battle vulnerable to the Greyjoy onslaught. His new abilities make him an excellent tool for combo teams, perfectly embodying his role as the first wave in a raid.

(New) Skill

  • The Scout deals 25% (50%) damage to all enemies. If this is the first ability used in a turn, each target gains RAID with a 60% (75%) chance to gain a bonus RAID.

(New) Passive

  • At the start of the turn, all RAIDED enemies have a 25% (40%) chance to become SCOUTED.

Saltcliffe Marauder

His new kit makes him an essential piece for Greyjoy players looking to overwhelm multiple enemies at once. His MARAUDER’S REAVE mark ensures that even foes not being directly targeted will quickly find themselves drowning in RAID stacks.

(New) Skill

  • Deal 200% (300%) damage to an enemy, with a 75% (100%) chance to apply 1 RAID. I this is not the first ability used this turn, apply MARAUDER’S REAVE to the target for 2 turns.

(New) Passive

  • When an enemy with MARAUDER’S REAVE is defeated, all allies remove 2 Debuffs (and enemies lose 2 Buffs).

MARAUDER’S REAVE

  • Anytime an ally uses their Skill, the Saltcliffe Marauder applies 2 RAID to the marked target.

Servant of the Drowned God

Now a key enabler for the Greyjoy faction, ensuring RAID stacks build quickly while keeping his allies free from crippling debuffs.

(New) Skill

  • Strikes an enemy for 75% (100%) ATK Physical Damage, and all other enemies for 15% (25%) ATK Physical Damage. If this was not the first skill used this turn, the primary enemy target doubles their RAID.

(New) Passive

  • When an allied Greyjoy falls below 50% HP, remove 1 (3) Debuffs from them.

Triarchy Marauder

With these updates, the Triarchy Marauder becomes a real opportunist, thriving in the chaos of RAID-heavy battles. His attacks now scale dramatically with RAID, and his evasiveness increases as enemies succumb to his team’s relentless assault.

(New) Skill

  • Deals 25% (50%) damage to all enemies, then deals a bonus 20% (40%) damage for each raid on the target(s).

(New) Passive

  • When an enemy becomes RAIDED, the Marauder gains 25% (30%) Dodge Chance for 3 (4) turns.

Triarchy Mariner

No longer just a damage dealer - he is now a key enabler for Greyjoy combo teams, granting dodge to the first ally to act each turn, while still delivering powerful RAID setups. His new skill effect ensures that critical strikes directly fuel RAID teams, making him a potent choice for aggressive, high-synergy combo teams.

Skill

  • Damage: 175% (278%) → 150% (250%)

  • Crit Chance: 0% (50%) → 15% (25%)

  • (New) Effect: On Critical Strike, he applies 3 RAID to his target.

(New) Passive

  • The first ally to use their skill each turn is granted a 25% Dodge Chance for 3 turns (if it was the Mariner, double the dodge buff).

Triarchy Master Archer

He was already a solid pick, but these updates ensure he can contribute even more to RAID-based teams while remaining hard to pin down. With a higher stealth chance and a new Passive effect, he can now apply RAID to all enemies while hidden.

Skill

  • Damage: 24% (37%) → 25% (50%)

  • STEALTH Chance: 25% (75%) → 75% (100%)

Passive

  • Dodge Buff: 10% → 20%

  • (New) Effect: While in STEALTH, the Master Archer has a 75% chance to RAID all enemies at the start of the turn.

Triarchy Pirate Captain

He remains a slippery, tactical fighter, but now, he actively fuels RAID-based teams by turning enemy misses into opportunities. His new Passive punishes attackers for failing to land hits, while his Leader ability ensures his team stays evasive and aggressive.

Skill

  • Damage: 21% (39%) → 50% (100%)

  • Dodge Buff: 10% (20%) → 15% (25%)

  • Dodge Buff Duration: 2 turns → 3 turns

(New) Passive

  • When an ally dodges an attack, their attacker is afflicted by 1 (2) RAID.

(New) Leader

  • The first ally to use their Skill each turn is granted a 25% Dodge Chance Buff for 3 turns (If it was the Pirate Captain, all enemies gain 1 RAID).

Non-Faction Champions

Adolescent Rhaegal

Rhaegal was meant to be a late game terror, but once he finally joined the fight, he wasn’t quite the force of destruction we envisioned. These changes massively increase his damage output and ensure that when he awakens, he has the tools to finish the battle.

ATK: 1379 → 2257

DEF: 3386 → 3110

HP: 6897 → 5392

Skill

  • Damage: 69% (99%) → 225% (325%)

  • Execute Damage: 69% (92%) → 300% (400%)

  • (New) Effect: When Rhaegal defeats an enemy, he recovers 75% Stamina.

Passive

  • ATK Buff: 25% → 20%

  • DEF Buff: 15% → 20%

Caraxes

The Blood Wyrm has always had a unique role as a hazard destroyer, but his sluggish speed and inconsistency made him an unreliable choice for battles where his skills should have shined. With these changes, he is now faster, stronger, and more dependable, ensuring that when he takes flight, the battlefield is his to command.

Skill

  • Speed: Very Slow → Fast

  • Damage: 33% (81%) → 75% (100%)

  • Chance to Destroy Hazards: 50% → 75% (100%)

  • Hazards Destroyed: 1 (4) → 2

Passive

  • ATK/DEF Debuff: 5% → 10%

  • ATK/DEF Debuff Duration: 3 turns → 4 turns

(Bug Fix) Red Dragon Gem

  • Damage: 10% → 100%

  • FIRE Chance: 25% → 100%

  • Damage Type: Physical → Fire

Margaery Tyrell

The improvements to RENEW made Margaery too potent in her role. Rather than simply reducing her power, we’ve leaned into making her healing more consistent and sustainable, allowing her to support her allies with reliable, long-lasting recovery. We’ve reduced her burst healing to compensate.

Skill

  • Healing: 6.3% (33.1%) → 15% (25%)

  • Triage Healing: 63% (133%) → 30% (65%)

Passive

  • RENEW Chance: 10% (25%) → 40% (50%)

  • RENEW on Skill Chance: 25% → 100%

Leader

  • DEF Buff: 10% → 15%

Knight of the Vale

He’s been a solid champion, but needed a bit more bite to stay competitive with his Epic brethren. These changes make him a more reliable force in battle, making sure that when he first strikes, his enemies feel it.

Skill

  • Damage: 288% (446%) → 375% (525%)

  • Chance to WOUND: 25% (50%) → 50% (75%)

Passive

  • Chance to DECEIVE: 25% → 50% (75%)

Braavosi Dagger Master

He’s all about precision and efficiency, but his previous setup could tend to feel unreliable. These changes, plus the improvements to SCOUTED ensure that every Skill use has impact, making him a far deadlier choice for you to enjoy puzzle board based play.

Skill

  • Gems Spawned: 3 (6) → 1 + % chance for bonus Gem

  • Gem Spawn %: 75% → 60% (80%) at getting a bonus Gem

  • Gem Damage: 50% (108%) → 200% (400%)

Passive

  • Gem Damage Buff: 30% → 10%

  • Gem Crit Chance Buff: 30% → 10%

Lhazareen Chieftain

He’s struggled since we made his passive no longer react to RENEW, leaving him weaker than intended. To restore his defensive value, we’ve strengthened his ability to protect allies, ensuring that he is a strong support choice for defensive team compositions.

Skill

  • ATK/DEF Buffs: 13% (43%) → 10% (45%)

Passive

  • Physical Resistance: 6% → 15%

  • Physical Resistance Duration: 1 (2) turns → 3 (4) turns

Lhazareen Gladiator

Like the Chieftain, the Gladiator needed more durability in battle. With these improvements, he now delivers stronger attacks while standing firm against physical threats, making him a better-rounded warrior for defensive teams.

Skill

  • Damage: 67% (113%) → 15% (300%)

  • DEF Buff: 10% (20%) → 20% (40%)

Passive

  • Physical Resistance: 5% → 20%

  • Physical Resistance Duration: 1 (2) turns → 2 (3) turns

Merciless Gold Cloak

He was too unpredictable, often failing to land his signature stun when it mattered most. Now, he hits harder and stuns with absolute certainty, though with fewer targets. He’s now a dependable choice for teams looking to disrupt.

Skill

  • Damage: 43% (225%) → 200% (375%)

  • Bonus Damage: 40% (80%) → 100% (175%)

Passive

  • STUN Targeting: All enemies → Random enemy

  • STUN Chance: 40% → 100%

Stone Crow Mender

Skill

  • Healing: 4.32% (8.64%) → 10% (20%)

  • ATK Buff Duration: 3 turns → 5 turns

Passive

  • Crit Buff: 10% (20%) → 5% (10%)

  • Crit Buff Duration:

Stone Crow Shaman

With some small adjustments to this disruptive force, his Passive becomes less situational - now much more reliably occurring when enemies have buffs removed. He’s a great support for teams that can reliably deal unnatural damage.

Skill

  • Damage: 54% (81%) → 50% (75%)

  • Buff Removal Chance: 30% (50%) → 50% (75%)

Passive

  • Unnatural Resist Debuff: 10% (25%) → 15% (20%)

  • Unnatural Resist Debuff Duration: 4 turns → 5 turns

  • (New) Effect: Now triggers anytime a Buff is removed from an enemy, instead of only when he removed the buff.

Tanner’s Row Murderer

Meant to be a ruthless assassin, but bugs plagued his HP threshold and made him unreliable. We’ve fixed those, and buffed his bonus damage to ensure he’s a menace - striking harder and more consistently.

Skill

  • Damage: 22% (150%) → 200% (275%)

  • Crit Chance: 10% (50%) → 10% (20%)

Passive

  • Bonus Damage: 150% → 300%

  • HP Threshold: 10% (30%) → 25% (40%)

The Poisoner

With these slight tweaks, the Poisoner’s damage increases, and his strikes will now consistently afflict and debuff his enemies, getting him to a good spot.

Skill

  • Damage: 55% (70%) → 60% (75%)

Passive

  • Chance: 50% (80%) → 75% (100%)

Volantis Assassin

He was falling behind due to his lack of targeted control, so we’ve boosted his damage to ensure he feels impactful even when he can’t choose his mark.

Skill

  • Damage: 25% (43%) → 75% (100%)

Wildling Spear Wife

She struggled to find her niche previously, but with these changes, she now fills a powerful role in Alliance Legendary Assault. By allowing her bonus damage to apply to dragons, she becomes a very viable option for new players looking to take on massive foes.

Skill

  • Stamina Speed: Normal → Slow

  • Damage: 135% (216%) → 200% (285%)

Passive

  • Damage: 75% (125%) → 300% (500%)

  • Bonus damage now applies to dragons

Bug Fixes

Alliances Fixes

  • Prevented the player invite dialog from breaking after performing an action on it.

  • Fixed broken edit buttons in the Alliance create/edit dialog.

  • Search settings for alliances are now remembered when previewing alliances from within the search results.

Alliance Legendary Assault Fixes

  • Fixed damage numbers on bosses appearing offscreen.

Champions and Enemies Fixes

  • Fixed Aemond Targaryen's HP stat upgrades which weren't applying.

  • Improved the scaling of how some Legendary champion's abilities factor into their Might values.

    • Expect this improvement to roll out to more Champions in releases to come.

  • Fixed Criston Cole’s (Kingmaker) Leader ability not always working.

  • Updated Beric Dondarrian's Passive ability description to properly reflect the effects of his revive.

  • Updated Servant of the Drowned God's Passive ability description to show the proper amount of debuffs removed.

  • Fixed Ironborn Berserker's Passive ability level 2 upgrade to reflect the Accuracy Buff increase.

Event Fixes

  • Fixed Caraxes Champion creating unintentional voids in the puzzle board in the Battle of the Bastards event.

Gameplay Fixes

  • Fixed boss intros not skipping when autoplay is on.

  • Resolved an issue where Champions had a maximum amount of debuffs, which occasionally caused debuffs to be removed from a target.

Gear Fixes

  • There was a piece of Marksman gear that was incorrectly labelled as Hunter subclass. It is now correctly labeled with the Peerless subclass.

  • Fixed an issue where the wrong amount of XP was needed for upgrading gear to some levels while sacrificing.

The Crown’s Challenge Fixes

  • Fixed a level where Thoros of Myr would sometimes revive enemies in a way that caused them to overlap.

Stronghold FIxes

  • Fixed an issue where some players would get stuck on the Farmland tutorial.

Summoning Fixes

  • Fixed Summon Pack Event information dialog button to stay up-to-date at all times.

Trials Fixes

  • Fixed stuttering in Legendary Trials level selection.

  • Fixed incorrect suggested might values displaying on some Trials.

– The Game of Thrones: Legends Team