6/2(Mon) Balance Update Notes

[Legend Changes]
- This round of Legend changes focuses on addressing unfair elements that may occur while playing with certain Legends.
- In particular, we would like to provide additional context for Smashers who may be curious about the reasoning behind the changes involving “Sol Badguy”.
[Legend Buffs]
[Sol]

- Sol’s Ultimate was designed to serve as a “counterbalance” to meta-defining Legends who revolve around powerful Ultimates.
- The Grappled effect, when applied with the highest priority in simultaneous hit situations, is extremely powerful. However, in order to maintain its value, it must be used with a certain level of frequency.
- To that end, we introduced the following countermeasure: “Grappled targets can escape by using their Ultimate right before taking Pillar of Fire damage.” However, in practice, this function placed an excessive limitation on Sol.
- As a result, this update focuses on alleviating several unfair elements associated with Sol, allowing him to more reliably fulfill his intended role as a “counterbalance” to the meta.
Basic Attack

[Bandit Revolver]
- [Ground]
- Hitting an opponent with an attack will now allow the next attack to follow up more quickly.
- If the attack misses, his attack speed will remain unchanged.
- The hitbox of the first Ground Attack will be slightly increased.
- Hitting an opponent with an attack will now allow the next attack to follow up more quickly.
Ultimate

[Heavy Mob Cemetery]
- (New) Targets who escape Grappled will be stunned for a very short time.
[Timun]

Basic Attack / Skill

[Timun Self-Defense / My Turn!]
- [Ground]
- When armor break is activated, recovery is reduced, and her movement will become slightly faster.
[Witch Queen]

Skill
[Evil Spirit in the Mirror]
- When used as Ground Skill/Aerial Skill, start-up decreased.
- [Aerial]
- When used as Aerial Skill, recovery slightly increased.
[Legend Adjust]
[Role]
- To adjust situations where Legends are easily defeated despite having high HP, we are slightly increasing the base HP of all Legends in the roles listed below. This adjustment has been made within a range that does not significantly affect overall match flow.
Role-specific Base HP Adjustment (Level 1)

[Tank]
- Base HP increased by 200.

[AoE DPS, Melee, Assassin, Controller, Marksman]
- Base HP increased by 100.
[Woochi]

- Woochi’s Ground Skill has maintained priority in most situations, thanks to its long Attack duration and high hitbox, allowing her to reliably strike even aerial targets. Landing a hit with Ground Skill also guarantees follow-up combos, making her overwhelmingly relentless at times.
- With this update, we are maintaining the Ground Skill’s value as a strong opener on the ground, while reducing its unreasonable effectiveness against aerial targets. We are also making its risks more apparent when it fails to connect.
- Next, we have reworked a number of Woochi’s Abilities to encourage more diverse Ability choices, as she was previously overly reliant on specific builds. We hope this gives Woochi greater strategic flexibility in Ability selection.
- We look forward to seeing Woochi play a more meaningful role in matches while maintaining her spiritual power.
Skill
[Headwind]
- [Ground]
- Overall movement adjusted to feel smoother.
- Start-up slightly decreased.
- Recovery slightly increased on a missed attack.
- Attack duration slightly reduced.
- Attack range reduced.
Ability

[Life in Death, Death in Life] → [Trance]
- [Before]
- When HP is below 60%, increases the damage of Ultimate’s final blow by 28 / 31 / 34 / 37 / 40 %.
- [After]
- While Ultimate weakens the shackles, increases Aerial Attack’s damage by 16 / 20 / 24 / 28 / 32%, and each successful attack extends the duration by 1 s. This cannot be used to extend the duration past its maximum.

[Overflow]
- [Before]
- When defeating an opponent with Ultimate’s final blow, can reuse the final attack within 7 / 7.5 / 8 / 8.5 / 9 s.
- [After]
- Eliminating an opponent with the Ultimate’s finisher attack resets the duration, and the finisher attack can be reused. Increases finisher attack’s damage by 2 / 4 / 6 / 8 / 10%.
[Adjust]
[Spell]
- Since the last patch, [Swift] has steadily risen in both pick rate and win rate across all modes, exerting an overwhelming level of influence. While the thrill of high Movement Speed is a core appeal of [Swift], its power has begun to overshadow other Spells and disrupt overall game balance.
- To address this, we are reducing its Movement Speed increase and duration to adjust [Swift]’s dominance and impact on matches and to encourage more strategic use of other Spells as well.
Swift

- Cooldown increased. 15 → 20 s
- Movement Speed increase amount reduced. 100 → 65%
- Duration reduced. 1 → 0.7 s