You will find:
- Changes to Legendarity: Epic units and heroes now grant less critical damage, but increase Legendarity as well.
- Changes to PvP: mana and monster health for later stages of the battle are rebalanced.
- New artifacts that grant broader tactical choices for many decks.
- The Big Trouble event wherein you can receive 3 new Perks (their effect depends on the amount of hearts remaining).
- Other changes: Сombat perks added for the Demon Hunter and Inquisitor.
LEGENDARITY CHANGES
In Version 33.0, we’ve introduced the Legendarity system, which unlocks spells and artifacts. Its main goals were:
- Let players flexibly adapt their deck to their playstyle and pace
- Make it easier to switch to a new deck without reworking equipment for a different faction
- Add more dynamic gameplay and unpredictability to battles
- Give players more control over the outcome through smart spell usage
- Decrease battle duration at high progression levels

So far, we see that we’ve moved closer to these goals. Spells and artifacts have increased deck variety, and battles have become more dynamic and engaging.
At the same time, there are still areas that need improvement.
Our goals moving forward
With Version 35.1 and beyond, we’re focusing on two key objectives:
Shorter battles
Engaging and dynamic matches create strong emotions and keep you involved. But when a battle drags on too long, it leads to fatigue, loss of focus, and – if you lose – strong frustration. We believe matches lasting 20 waves or more feel more like a chore than an enjoyable experience. The optimal match length, in our view, is around 10 waves per battle. It’s better to play several short, dynamic matches in one session than a single long, exhausting one. Besides, more matches mean more rating points and rewards!
More variety in battles
One of the core goals of the Legendarity system is to give you a wide range of tactics and fresh gameplay experiences through spells and artifacts. We want to make them more accessible to you.
What are we changing?
To achieve these goals, starting from version 35.1 we’ve adjusted the balance between Critical Damage and the Legendarity.
What’s changed:
- Epic units and heroes now provide less Critical Damage, but grant Legendarity instead
- Critical Damage scaling from upgrades has been recalculated for Common, Rare, and Epic units, as well as Rare and Epic heroes
- Division 7 requirements have been updated: it now unlocks based on Legendarity, not Critical Damage. Requirements for other divisions have also been adjusted
- Mechanics tied to Critical Damage in Co-Op and the Dragon Rift event have been updated
- Spells and artifacts now unlock earlier in trophy progression
These changes mean you will be able to unlock and try many artifacts and spells sooner. As a result, you will have more flexibility in shaping your tactics and experimenting with new decks, making battles more varied.
Battles themselves should also feel more dynamic – and we expect this to have a positive impact on their duration.
With the release of version 35.1, Legendarity and Critical Damage values have been automatically recalculated. Don’t forget to check the spells and artifacts screen to see what is now available to you!
NEW ARTIFACTS
Asceticism
Grants a damage bonus to units with merge ranks from 2 to 4. This gives you an extra tactical option in battle, even before significantly expanding your collection.
Self-Sacrifice
At the start of the battle, creates a tile in one corner of the field. The unit on this tile loses one merge rank every 15 seconds. In return, the unit in the first deck slot with the highest merge rank gains a damage bonus and a one-time shield for 15 seconds.

PVP BALANCE
We regularly review and analyze high-ranked matches, and many of them last up to wave 20. At the same time, the pace of gameplay is extremely intense – especially during the Phantom phases.
Players have to constantly execute multiple mechanics at high speed, which can quickly become exhausting and increases the chance of mistakes. Instead of enjoying experimentation with different mechanics and strategies, players often end up focusing only on one thing: dealing as much damage as possible. On top of that, losing after such a long and demanding battle can feel especially frustrating, and it often discourages players from immediately queueing up for another match.
We believe it’s important to find the right balance between the variety of actions available in battle and overall gameplay comfort. A series of fast-paced, dynamic, and varied matches can deliver far more excitement and valuable experience than a single exhausting battle. This balance is also important to ensure that matches stay engaging, and that the outcome depends not only on quick reflexes, but also on solid strategy and well-timed decisions.
That’s why in the upcoming updates we will be focusing on changes aimed at improving the PvP gameplay experience.
Our primary focus is mana economy – especially in later waves, where battles become truly intense and outcomes depend not only on Phantom phases, but also on monster health.
In these conditions, summon-based mechanics lose relevance and are mostly used to enhance certain heroes. Many mana-related abilities and artifacts fall behind due to resource overflow, leaving less room for strategic decision-making.
In this version, we’ve slightly reduced the amount of mana gained from monsters and lowered the Phantom bonus to 2%. Starting from wave 5, monster health has also been slightly increased.
These changes will help hero mechanics like Trickster shine again, restore the relevance of artifacts like Mana Surge and Market Trades, and make unit talents more impactful. Try different strategies, combine heroes, and claim victory!
Looking ahead, we plan to:
- Revisit the mechanics of certain active talents, especially those whose effectiveness relies on rapid, repetitive actions. The focus will shift toward strategic variety on the board and choosing the right moment to use a talent.
- Improve the overall pacing of battles. For example, we’re considering making the Phantom appear less frequently, creating a clearer rhythm between intense combat phases and moments for control and preparation. This would make each encounter with the Phantom feel more meaningful, give players time to properly set up their board, and create a more balanced match flow overall.
- In addition, as part of improving the pacing of battles, we will also focus on hero abilities. We plan on moving away from the need to activate them every wave, instead making their use more situational. This should reduce the number of repetitive actions while making battles feel more dynamic and deliberate.
THE BIG TROUBLE EVENT
At the end of March, the Big Trouble event will be held. You will be able to unlock 3 new perks:
- Training in the Ruins – When you have 1 heart left, your units deal increased damage
- Construction Debris – When you have 1 heart left, unit attack speed on the opponent’s board is reduced
- Emergency Modifications – After losing a heart, monsters on the opponent’s board move faster

OTHER CHANGES
New Combat Perks added for Demon Hunter and Inquisitor!
Check out the official game communities to discuss this update and find allies for dungeon runs or clan play!


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