Notice
Patch Notes 11/25/25
Registered date : 2025.11.25 Heading:Patch Notes
Developers Notes
Hey Commanders,
It’s been a while since the last balance update, and we wanted to fill you in on the balance adjustments.
We have made overall adjustments to the meta and improved the Base Defense power to bring more variety and strategy to endgame battles. The adjustments made will touch nearly every part of the game, including Units, Battles, Equipment, Vehicles, Commander Abilities, and Structures. Content that has been outperforming everything else will be adjusted, while underperforming content is getting buffs to make it more viable in a wider range of situations.
In the Patch Notes below, you’ll find a list of all the changes, along with explanations on why the adjustments were made.
Thank you for your continued support, Commanders!
Patch Notes
Attention Commander!
The featured content of Battle Pass 42 arrives with the return of the Limited-Time Equipment Alloy Face Shield (Riot) and Hot-Shot Bandolier (MG)!
Featured Content
[Seasonal Crate]
Featuring the Riot, Engineer, Assault Car, and MG.
[Seasonal Equipment Crate]
Featuring Alloy Face Shield and Hot-Shot Bandolier:
- Alloy Face Shield (Riot Only) - Increases the Attack Range and reduces the Attack Deploy Cooldown of the Riot Unit. Incompatible with Coffee.
- Hot-Shot Bandolier (MG Only) - Increases the Attack Range and Fire Rate of the MG Unit. Incompatible with the Tune-Up Kit.
[Riot Unit Trials Event]
This event will showcase the Riot unit, allowing players to test it out!
Participants can earn a one-time reward for completing the event.
[Alliance Modifiers]
[Season 87] Season of the Raven - During Alliance battles, Raven Troops' (Surgeon, Sergeant, Mad Scientist, & Colonel) Deploy Cooldown is decreased by 15% and Health is increased by 20%.
[Season 88] Season of the Vanguard - During Alliance battles, Vanguard Troops' (Bounty Hunter, Shock Trooper, Trailblazer, Riot, & Juggernaut) Attack Range is increased by 20% and Fire Rate is increased by 15%.
Balance Adjustments
[Battle Changes]
The starting Energy for players has been increased to reduce the impact of other changes included in this update.
Increased Starting Energy and Energy Cap by 200
[Unit Balance Adjustments]
There are many Units that are dominating the current meta and promoting the same strategy for every player.
These changes intend to push many of the units back in line with others and promote loadout diversity.
Colonel
The Colonel’s Ability Range was far too great, and this was demonstrated in the overwhelming use in defense as a strategy to constantly deal damage to the attacker outside of the attack range of most Snipers.
Base Health: 375 -> 400
Base Ability Range: 24 -> 22
Base Ability Duration: 3 -> 2
Mastery 2 Ability Range Bonus: 3 -> 2
Juggernaut
Juggernaut was outperforming every Unit by too much and needed some power reductions to reduce the number that can appear and their overall strength.
Removed Red Skull above Health Bar
Battle Spawn Cooldown: 30 Seconds -> 60 Seconds
Base Damage: 33 -> 28
Fire Rate: 3.33/Sec -> 2/Sec
Piercing Resistance: -25% -> -100%
Initial Tent Spawn Delay: 10 Seconds -> 45 Seconds
Energy Gained from killing Juggernauts increased 455 -> 520
Grunt
Grunt has needed some improvements to stay competitive at higher power levels.
Spawn Cost: 100 -> 90
Base Health: 125 -> 130
Fire Resistance: -100% -> -50%
Energy Gained from killing Grunts reduced 10->7
Engineer
The Engineer has been dealing too much damage for a tank. Stats have been adjusted to push it more into a defensive role while requiring some more nuanced placement in the base for maximum effectiveness.
Base Health: 450 -> 500
Base Damage Per Bullet: 12 -> 8
Spawn Cost: 250 -> 200
Aura Range: 9 -> 7
Fire Resistance: -100% -> -50%
Piercing Resistance: 0% -> -50%
Bounty Hunter
Bounty Hunters have been utilized more to stall attackers with their Skill 4 invulnerability and their quick spawn rates rather than to actually destroy the invading players. These changes will make them slightly less effective as a timeout mechanic.
Skill 4 Death Resist Duration: 2 Seconds -> 1 Second
Tent Spawn Cooldown: 31 sec -> 36 sec
Chemist
The Chemist wasn’t seeing much usage when attacking and has received some buffs to improve their overall usefulness.
Battle Spawn Cost: 250 -> 175
Base Health: 350 -> 400
Ballistic Resistance: -50% -> -30%
Mad Scientist
Similar to the Chemist, the Mad Scientist is also getting a small buff to improve their power as attackers.
Battle Spawn Cost: 250 -> 200
Base Health: 375 -> 400
Base Damage: 30 -> 33
Flamer
Just like the Chemist and the Mad Scientist, the Flamer is getting a similar buff.
Battle Spawn Cost: 250 -> 200
[Vehicle Balance Adjustments]
These changes are intended to increase their usage and usefulness.
Heavy Tank
The Heavy Tank has been in a pretty good spot already and only received some small improvements.
Fuel Cost: 35 -> 30
Explosive Resistance: -100% -> -50%
Base Ability Uses: 3 -> 4
Light Tank
The Light Tank needed some large improvements to keep it competitive with other Vehicles.
Aim Time: 0.75 Seconds -> 0.1 Seconds
Base Health: 6000 -> 8000
Fuel Cost: 25 -> 15
Explosive Resistance: -100% -> -50%
Missile Truck
The Missile Truck will now have its Ability Uses scale with its level.
Fuel Cost: 30 -> 25
Ability Uses now scale with Level
APC
The APC gained a small improvement to its defensive capabilities.
Fuel Cost: 20 -> 15
Explosive Resistance: -100% -> -50%
Assault Car
The Assault Car got some small survivability improvements, along with ability usage scaling with level.
Base Health: 4700 -> 5000
Fuel Cost: 15 -> 10
Explosive Resistance: -100% -> -50%
Ability Uses now scale with Level
[Commander Ability Balance Adjustments]
Missile
To go along with some of the Defensive Structure buffs, Missiles will now deal a bit more damage to counteract the power changes.
Base Damage: 800 -> 1000
[Structure Balance Adjustments]
These changes will improve defensive power at the higher levels and give more options for different base designs.
In addition, almost every Defensive Structure has gained more Fire and Toxic Resist to account for the usage of Incendiary and Toxic rounds.
Increase Structure Caps
These changes will help provide defenders with new ways to build their bases and fight off attackers.
Increased the number of Defensive Structures available starting at Outpost Level 5
Max Defensive Structures at Outpost Level 14: 20 -> 30
Outpost Level 13/14 allows for 4 Tents now
Bunker
These changes make the Bunker more viable after other Structures are added to the inventory.
Base Health: 1600 -> 2000
Ballistic Resistance: 30% -> 50%
Fire Resistance: 0% -> 50%
Toxic Resistance: 0% -> 50%
Sniper Tower
Similar to the Bunker, these changes make the Sniper Tower more viable after other Structures are added to the inventory.
Range: 28 -> 30
Base Health: 900 -> 1100
Anti-Tank Cannon
Improved overall effectiveness to promote usage in defense.
Damage Radius: 0.25 -> 0.5
Damage Falloff: 1 -> 1.5
Range: 27 -> 28
Toxic Resistance: 0% -> 50%
Anti-Air Gun
The Anti-Air Gun was getting destroyed by a single Airstrike at the same level.
This change will make them take a bit more damage before being destroyed.
Ballistic Resistance -100% -> -40%
Toxic Resistance: 0% -> 50%
Sandbag
Fire Resistance: 0% -> 50%
Toxic Resistance: 0% -> 50%
Tank Trap
Explosive Resistance: 0% -> -25%
Fire Resistance: 0% -> 50%
Toxic Resistance: -100% -> 50%
Defensive Position
Toxic Resistance: -50% -> 50%
Mortar
Fire Resistance: 0% -> 50%
Toxic Resistance: 0% -> 50%
Tent
At high levels, Tents were outputting too many units when the battle was low on time.
This will offset the inclusion of a 4th Tent at Outpost levels 13/14.
Toxic Resistance: 0% -> 50%
Spawn Cooldown reduction is 1% less starting at level 2, and scaling is reduced at higher levels (Level 22+) to 0.5% instead of 1%
Wall
Fire Resistance: -100% -> 0%
Toxic Resistance: 0% -> 50%
Outpost
Toxic Resistance: 0% -> 50%
P.E.W.
Toxic Resistance: 0% -> 50%
[Equipment Balance Adjustments]
Lucky Coin
The Lucky Coin wasn’t very effective in practical use when compared to other defensive options.
Rare
Base Probability: 10% -> 25%
At Max Level Probability: 34.5% -> 75%
Base Cooldown: 5 Seconds -> 4 Seconds
At Max Level Cooldown: 5 Seconds -> 3 Seconds
Epic
Base Probability: 13% -> 40%
At Max Level Probability: 44% -> 90%
Base Cooldown: 5 Seconds -> 3 Seconds
At Max Level Cooldown: 4.05 Seconds -> 2 Seconds
Discount
Discount has always been the go-to Equipment for almost every unit.
With the inclusion of Equipment 2.0, the reductions have become too great, and some changes were needed to reduce their overall cost.
Legacy
Base Spawn Cost Reduction: 10% -> 5%
At Max Level Spawn Cost Reduction: 44% -> 35%
Rare
Base Spawn Cost Reduction: 10% -> 5%
At Max Level Spawn Cost Reduction: 44% -> 35%
Epic
Base Spawn Cost Reduction: 20% -> 10%
At Max Level Spawn Cost Reduction: 55% -> 40%
Colonel Equipment(Riding Crop)
This change is intended to go along with the reduction in the Colonel’s potential Ability Range.
Max Level Ability Range Increase 2.75 -> 2
[Game Mode adjustments]
PvE Modes haven’t been effective enough in providing players with an avenue to get the materials they need for level-up.
Increase PvE mode material rewards
Increased Reward Drop Cap from 3 -> 4
Doubled the Common Material Drop quantity
Multiplied Rare Material Drop quantity by roughly 2.5
Known Issues
- When receiving a battle buff (except resource buff) from event shops while the maximum cap is reached, the exceeded reward will not be sent to the mailbox.
- In Prison Break mode, the effect will not be applied even if the Javelineer is equipped with specified equipment.
- After getting approval to join the Alliance, the menu screen will overlap when entering the Friendly Raid.
- Ballistic Resistance is not exposed when the Commando unit is equipped with Protein Powder.
- The featured unit image is not displayed in the Battle Pass menu.
- The Missile Commander Ability damage type icon is displayed as ballistic, while it should be explosive damage.