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v1.33: Know Your Role

Know your role, and read the fight. Two threads run through 1.33. First, Raids: the five Raid Roles have been rebuilt so each one leads with a clear benefit it brings the party, Raid Keys can now be sold on the Marketplace, and a string of raid-quality changes make the mode easier to read and faster to set up. Second, Combat: counters are now real attacks that can crit and combo, Melee and Ranged Damage are their own stats you can build around, S-tier abilities got a competitive boost, and a pile of clarity work means the fight finally shows you what is happening, from Guard versus Deflect to dodges that actually whiff. On top of those: new Tower floors and Adventure chapters, automatic succession for inactive guild leaders, the Rivals Hall of Fame for Elders, and a long list of fixes.


At a Glance

🐕✨ Feature Updates 🐕✨

  • Raid Roles, reworked. Guard, Hunter, Healer, Alchemist, and Wizard now each lead with the concrete benefit they bring the party, so picking a role is a real decision.
  • Raid healing reads honestly. Raid healing skills now clearly state that they heal allies when the Healer role is active.
  • Raid Keys on the Marketplace. Raid Keys can now be listed and sold to other players.
  • See your raiders before you start. Selected raid member profiles can now be viewed from the top list before a Guild Raid begins.
  • Counters are real attacks now. Counters are melee-only, show a COUNTER callout, and can land critical hits and combos.
  • Melee and Ranged Damage are their own stats. Two new damage stats you can build (or debuff) around. The Hunter VIII talent grants +20% Melee Damage.
  • S-tier abilities boosted. Top-end Legendary and Mythic abilities (outside raid gear) hit harder now.
  • Winter and sustain tuning. Sparkfrost Burst scales better at high levels, Subzero Field can now freeze or force a miss before the hit lands, and Mending Might (Overheal) is capped to your max HP and scales higher per level.
  • The fight reads honestly now. Guard and Deflect are clearly distinguished, Guardian Spirit shows a larger blue callout, high-Dodge heroes visibly make enemies whiff, and the round counter animates in the final rounds.
  • Pyropod is no longer the win button. The Pyropod death explosion has been rebalanced, and many Tower levels no longer require it to win.
  • New floors and chapters. Tower and Adventure content has been expanded.
  • Guilds Keep Running. An inactive Guild leader is automatically succeeded by the vice leader after three days, and Guild discovery makes active Guilds easier to find and join.
  • Rivals Hall of Fame will be enabled in the near future.
  • Quality of life. Equip an entire raid gear set in a single tap, quest reward screens are combined into one, Challenge results screens show more, the Scrap grid hides locked Relics, Relic primary stats sort to the top, the username flow is smoother, and push notifications deep-link straight to the right screen.

🐞 Bug Fixes 🐞

  • Early Expertise picks now show a callout for bonus points and update the correct value in real time.
  • AFK now shows the correct stored time after you close and reopen the app.
  • Lifesteal no longer displays raw "Lifesteal " text.
  • Pyropod speed no longer causes odd attack ordering.
  • Stale streak notice: the 60-day streak message no longer appears when there are no more 60-day chapters.
  • Fast Pass and VIP buttons now update correctly after you claim.
  • Tower Challenge no longer throws an error modal for some players trying to start it.
  • Guardian Spirit no longer triggers while mounted on a non-lethal death blow.
  • Monster Hunt crashes have been further reduced.
  • The Scrap badge is now hidden for new players who have not unlocked Relics yet.
  • Relic percentage stats now match the values shown in the stat panel.
  • Plague poison-spread now rolls its spread factor correctly on death transfer.
  • Shiba now plays the defeat animation correctly after reaching 0 health in Tower Challenges.
  • Expertise icons are no longer tiny on some screens, with several more clarity improvements to how Expertise progression is shown.
  • The chat box is no longer covered by keyboard suggestions.
  • Talent text no longer shrinks when you upgrade a Talent level, and Russian button text now resizes properly.
  • "VIP Skip" text no longer overlaps its icon on the Hunt Over screen in Portuguese.
  • Marketplace listings no longer fail with a "Listing No Longer Available" error.
  • Winter's Dominion: the Ultimate Cryomancer transformation no longer triggers incorrectly with a Legendary or Mythic Winter's Dominion ring.
  • 2-player Guild Raid parties can now start battles correctly.
  • The Friends List now shows guild members' last-seen status correctly.
  • 7-Day Carnival progress is no longer double-counted on some tasks.
  • Raid party stat cards now update correctly during combat.
  • Marketplace purchases process faster.

🐾 Known Issues 🐾

  • Guild Activity messages may not always appear with the correct text.
  • The player can become stuck on the loading screen if the network is disabled during a Guild Raid. Restarting the game lets you resume the Raid.
  • Visual issues can occur when Shiba counters in Guild Raid 23.
  • Shiba may appear too high on the screen and cover up points of interest in Adventure Mode and Guild Raids.

Designer Deep Dive

The rest of this page is the long version: the why behind each change, and how to get the most out of the new systems. Skip to a section by tapping any link in the summary above.

The Raid Update: Roles, Keys, and Clarity

Raids are where the guild plays as a team, so this patch we went after the part that decides how a team is built: the Roles. The old roles worked, but what each one actually did for the party was muddy, so players picked by habit instead of by plan. The goal of 1.33 is to make every role a real, legible decision, and to smooth out the friction around getting into a raid in the first place.

Roles rebuilt around what they give the party

  • Guard, Hunter, Healer, Alchemist, and Wizard have all been reworked to be benefit-first. Each role now leads with the concrete thing it brings to the party, so choosing a role is a deliberate call about what your team needs rather than a coin flip.
  • Healing now says what it does. When the Healer role is active, raid healing skills clearly state that they heal allies, so the value of bringing a Healer is no longer hidden behind unclear wording.

Getting into a raid is smoother

  • See who you are bringing. You can now view a selected raid member's profile from the top list before a Guild Raid starts, so you can size up the party before you commit.
  • Two-player parties work. Guild Raids with only two players in the party now start their battles correctly.
  • Live stat cards. Raid party stat cards now update correctly during combat, so what you see matches what is happening.

Raid Keys are tradeable

  • Raid Keys can now be listed and sold on the Marketplace. If you are sitting on more keys than you need, you can put them up for other players; if you are short, you can buy your way in. This is the next step in opening the player economy that launched in 1.32.

One-tap gear sets

  • Equip a whole raid gear set in a single tap from the set details, instead of slotting each piece by hand. It is one of our favorite small wins this patch; there is more on it in Quality of Life below.

Combat: A Big Balance and Clarity Pass

This is the other headline of 1.33. We did two things to the fight at once: we changed what some pieces do, and we made the fight show you what it is doing. The balance side opens up new builds; the clarity side means you can finally see those builds working. Both pull in the same direction, which is making combat something you can read and respond to instead of a black box that spits out a number.

Counters are real attacks now

Counters used to be a quiet, second-class hit. Now they are a proper part of the fight.

  • Counters are melee-only. A counter fires when you are struck in melee range, which makes melee builds and counter setups read consistently.
  • They show a COUNTER callout so you can actually see when one lands.
  • They can crit and combo like any other attack, so a counter is no longer a flat, predictable poke. It can swing a round.

Melee and Ranged Damage are their own stats

Until now, "damage" was one undifferentiated bucket. Splitting it lets us, and you, build around how your hero actually fights.

  • Melee Damage and Ranged Damage are now distinct stats. Gear, talents, and abilities can boost one without the other, and lower one without the other too, which opens up real specialization and some interesting counter-play that was not possible before. An enemy that punishes melee but shrugs off ranged is now a thing we can build.
  • The Hunter VIII talent grants +20% Melee Damage, a concrete payoff for leaning into a melee Hunter build. (This is the Hunter talent at rank VIII, not the raid role.)

S-tier abilities, boosted

  • Top-end Legendary and Mythic abilities outside of raid gear have been pushed up. Some of the strongest non-raid abilities had fallen behind, so leaning into them felt underwhelming at high levels. They now hit harder and are a more rewarding pick for builds outside raid gear.

Winter and sustain tuning

A cluster of tuning aimed at the Wizard set, the Sparkfrost line, and overheal sustain.

  • Sparkfrost Burst scales better at high levels. Its Burst output was falling off where it should have stayed relevant, so we scaled it up. We are keeping the exact number quiet on purpose. Feel it in play.
  • Subzero Field (Wizard 4-piece) now triggers before the hit lands. It fires on the incoming attack rather than after, which means Frozen or Slow can influence that attack: the enemy can miss, or get frozen, before its damage resolves. It is a defensive tool now, not just an after-the-fact debuff.
  • Mending Might (Overheal) is capped to your max HP. Excess healing still converts into bonus ATK, but that conversion now has a ceiling tied to your maximum HP instead of running away, and it scales higher per level. The result is overheal that rewards investment without becoming a runaway snowball.

The fight reads honestly now

Several changes that do not alter the math but fix what you see, because a fight you cannot read is a fight you cannot get better at.

  • Guard and Deflect are clearly distinguished in combat text, so you can tell an ally interception apart from a Tank deflect at a glance.
  • Guardian Spirit shows a larger callout in defensive blue when it triggers, so the save is unmistakable. It also no longer triggers while mounted on a non-lethal death blow, so it fires only when it actually matters.
  • High-Dodge heroes now make enemies whiff visibly. Enemies lunge and miss instead of just standing there, so a dodge build looks like a dodge build.
  • The round counter animates in the final rounds, adding a little tension when a fight is coming down to the wire.

Pyropod: Win by Death?

This one was a genuine "wait, that was not supposed to happen." The Pyropod's death explosion had turned into the win condition for the upper Tower, and not in a way we ever designed. We dug into it, found the mechanic doing something it was never meant to, and rebuilt the affected floors around the fix.

What was actually happening

  • The death explosion was paying your damage back at you. The more damage a Pyropod soaked up before it died, the bigger its blast, so the longer a fight ran, the larger the payload it had banked to dump on you at the end. A drawn-out battle is exactly what fed it: two attacking enemies and a hero sustaining through the fight on a small heal would keep the Pyropod alive long enough to store an enormous return, and then the explosion could land for more than the entire fight's worth of damage and wipe your party on the way out, undoing a battle you had effectively already won. That was never the intention. A death rattle is supposed to be a threat you play around, not a reset button that erases the whole fight.
  • It had quietly become the only way to win up top. When we zeroed out just the death explosion and re-ran the Tower, the lower floors did not care at all: everything through the low 100s still cleared on normal damage. But it fell off a cliff after that. Around the 150s, nearly half of all clears were depending on the explosion. By the 180s it was almost every clear, and from the 190s up into the 220s there were effectively zero floors that could be won without it. A boss mechanic had hardened into a mandatory exploit.

The fix

  • The death explosion has been rebalanced so it is a hazard to respect, not a damage-return button that wins the floor for you.
  • The affected Tower levels have been retuned alongside it, so they are real fights you can clear with the build you want to bring instead of a single required trick.
  • Separately, a Pyropod speed bug that caused odd attack ordering has been fixed.

Guess what? Our automation never flagged this one. To a sim, a clear is a clear, and the explosion was happily clearing away, so every win looked perfectly legit. And let's be honest: who, with an actual schedule, sits and watches a full Tower battle play out? You tap in, you skip, you collect the rewards. So do we. This only surfaced because someone finally did the unthinkable and watched a high Tower floor grind all the way to the end without skipping, and caught the win landing from completely the wrong place. Sims tell us what happens. Sometimes you just have to sit on your hands and watch the whole thing.


New Floors and Chapters

More to climb and more to explore.

  • The Tower has new floors to push through.
  • Adventure has new chapters of content. Combined with the chapter-length pass from earlier patches, there is more to do without the old grind.

Guilds Keep Running

A Guild shouldn't stall because one person went quiet.

  • Inactive leaders are succeeded automatically. If a Guild leader goes inactive for three days, the vice leader steps up automatically — no waiting, no stalled Guild.
  • Guild discovery is easier. Finding and joining an active Guild is faster now, so new and returning players can get into a real community without the guesswork.

Rivals Hall of Fame

A new place for the best to be remembered.

  • The Rivals Hall of Fame will be enabled in the near future.

Quality of Life

Smaller comforts that add up.

  • Equip an entire raid gear set in a single tap. One of our favorite small wins this patch. If you have three or more pieces of a raid gear set sitting unequipped, the set details screen now equips the whole set at once instead of slotting each piece in one by one.
  • Quest reward screens are now one screen. The reward flow has been combined for a smoother claim.
  • Challenge results show more. The Challenge defeat and victory screens now surface more helpful information about what happened.
  • The Scrap grid hides locked Relics, so you only see what you can actually scrap.
  • Relic primary stats sort to the top of the stat list, every time.
  • The username setup flow has been improved, so getting started is cleaner.
  • Push notifications deep-link. Tapping a push now opens directly to the relevant in-game screen instead of dropping you on the home screen.
  • Expertise clarity. Expertise icons are no longer tiny on some screens, and several improvements make Expertise progression easier to follow.

How We Balance Now

We keep this section in every patch because we want to be honest about how the game actually gets made. Balance used to be art with a sprinkle of telemetry. It is now testing and player data first, with the community in the loop.

  • Thousands of test runs per change. The Combat pass in this patch, from counters to the Melee and Ranged split to the S-tier boosts, went through real, fully built loadouts before the numbers shipped. We read the whole distribution: the median run, the worst case, and the runaway tail, not a single lucky clear.
  • Telemetry on real player choices. We watch what you equip, what wins, and what gets equipped and immediately dropped. The Raid Role rework is a direct response to seeing roles picked by habit instead of by plan.
  • Days, not months. The Pyropod retune is a good example: we saw levels collapsing onto one required trick, and we could diagnose and fix the affected levels in days rather than waiting out a season.
  • Thank you. A real share of the fixes and tuning here trace back to things you reported and builds you came up with that we never imagined. The loop only works because you are in it. Please keep breaking things in creative ways and telling us about it.

Underlying Bug Fixes (player-visible)

The fixes that change how the game actually plays, not just how it looks. These are the "wait, that was not supposed to happen" moments we tracked down this cycle.

  • Plague poison-spread, corrected. The spread factor was rolling at the wrong moment when poison transferred on death. It now rolls correctly on the death transfer, so plague spreads the way it was designed to.
  • Guardian Spirit no longer triggers while mounted on a non-lethal death blow. It was firing in a situation it was never meant to, and now it saves you only when the hit would actually be lethal.
  • Lifesteal text fixed. Lifesteal no longer displays the raw "Lifesteal " placeholder text.
  • Ultimate Cryomancer transformation fixed. With a Legendary or Mythic Winter's Dominion ring equipped, the transformation was triggering incorrectly in some scenarios. That is fixed.
  • AFK time fixed. After closing and reopening the app, AFK now shows the correct stored time instead of a wrong value.
  • Early Expertise picks fixed. Bonus points from early Expertise picks now show a callout to avoid confusion and update the correct value in real time.
  • Relic percentage stats now match the values shown in the stat panel.
  • Monster Hunt crashes have been further reduced.
  • Shiba now plays the defeat animation correctly after reaching 0 health in Tower Challenges.
  • Tower Challenge start error that hit some players with an error modal is fixed.
  • The stale 60-day streak notice no longer appears when there are no more 60-day chapters.
  • Fast Pass and VIP buttons now update correctly after you claim.
  • Marketplace listings no longer fail with a "Listing No Longer Available" error, and purchases process faster.