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v1.34.7: Clean Sweep

Meet Comet. The first Mythic-rarity mount is here, and it plays unlike anything else: dodge more, clear enemy buffs, and leave your foes in the dust. Available for a limited time starting 6/12. The rest of 1.34 runs deep too: gear Wildcards let eligible items complete sets they were not built for, Un-Merge makes any merge recoverable, Champions League opens cross-server Guild competition, and Life Bind earns its name across six steps.


At a Glance

๐Ÿ•โœจ Feature Updates ๐Ÿ•โœจ

  • Comet, the first Mythic mount. Dodge more, clear enemy buffs, and leave your foes in the dust. Available for a limited time in the Event tab of the Shop from 6/12 through 6/19.

  • Champions League. The best Guilds from every server now compete on one shared weekly leaderboard. Top Guilds earn a title each season; the top 10 earn an portrait frame.

  • Equipment Sets: Wildcards, Alternate Items, and Secret Sets. Eligible items can complete sets they were not built for. A hidden set reveals only when you assemble all the pieces. More build variety and more to discover.

  • Un-Merge. Changed your mind? Break any Epic or above item back down into its components. A merge is no longer a one-way door.

  • Legendary now goes to +10. Legendary merging has been revised with finer incremental steps from +4 to +10. The total cost to Mythic is unchanged.

  • Life Bind, redesigned. The Lifebinder's signature ability is now a six-step chain: overheal-to-ATK, banked heals, damage split, Vital Speed, team-wide Speed, and your Pets acting a round sooner.

  • Tower enemies now show Battle Modifiers. You can see what's coming before a Tower Challenge starts.

  • Auto-Advance is now available to all players. It unlocks after clearing Chapter 1.

  • Auto-Level button, Swipe to dismiss, and Hero's Path navigation. Three smaller wins that add up.

  • The Chat experience has been improved for devices that were having input visibility issues.

๐Ÿž Bug Fixes ๐Ÿž

  • Stalwart has been reworked. Countering now routes through the native combo system, enabling critical hits and extended chains.
  • Tower Challenges no longer make Shiba attack twice every turn.
  • Ultimate Cryomancer snow footprints no longer overlap other players in Guild Raids.
  • Harsh snow cutoff line that appeared when Ultimate Cryomancer VFX were triggered in Guild Raids 3 and 4 is fixed.
  • Marketplace listings now return your item when they expire.
  • Guild application accepted push notifications are now sent.
  • Chat particle effects no longer get stuck on screen when opening Chat.
  • Extra icons no longer appear on the Multi Strike++ Tiles of Fate reward screen.

๐Ÿพ Known Issues ๐Ÿพ

  • Marketplace purchases may sometimes take up to a minute to process.
  • Pets may not appear during Guild Raids if a party member does not have a Pet equipped.
  • A "Pets Destroyed" message may repeat incorrectly when battling the Hollow Warden.
  • Trade-ins for Legendary Mount copies for 30x Mount Cores are not being shown until the month resets.

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.

Comet, the First Mythic Mount

We have had one mount identity we kept circling back to but never shipped: the mount that survives by not being where the hit lands. Comet is that mount. It is also the first Mythic-rarity mount in the game.

  • Comet is a new Mythic-rarity mount built around speed, evasion, and debuff-clearing. Where other mounts trade damage or healing, Comet's plan is to simply not get hit, then punish the hits that do land.
  • Dodge more. Comet raises your evasion while riding. Miss chances go up and the mount rewards defensive play rather than asking you to tank through incoming damage.
  • Clear enemy buffs. Comet's attack can strip buffs from enemies, turning their built-up advantages into nothing. Against enemies that stack self-buffs over multiple rounds, this changes the math significantly.
  • Leave your foes in the dust. Comet recovers HP each round while your Shiba has no visible debuffs, rewarding clean play. Your Burst DMG also rises while mounted, so offense and defense reinforce each other.
  • Comet is available via a limited-time paid gacha event in the Shop's Event tab from 6/12 through 6/19. If you miss the window, we will look at future availability as the Mythic mount category grows.

Champions League

The leaderboard has always shown where you stand on your server, and for the Guilds that had already cleared the top, that felt like the ceiling. Champions League removes it.

  • Guilds from all enrolled servers now compete on a shared leaderboard. Open Guild Leaderboards and a new Champions League tab sits alongside Guild Raid and Player Raid. Every enrolled server's top Guilds appear together, ranked by the scores they earn in their normal raid runs. You do not play differently to enter Champions League; your existing performance is what qualifies you.
  • Cross-server guild inspection is read-only. Tap any guild from another server on the Champions tab and its info popup opens. You can see who you are up against, but the Join button is hidden for out-of-server Guilds since cross-server joining is not supported.
  • Rewards are cosmetic and arrive alongside your normal loot. Champions League hands out a title to the top Guilds each season and an portrait frame to the top 10. These arrive in your inbox at the same time as your normal Labyrinth rewards, not instead of them.

Equipment Sets: Wildcards, Alternate Items, and Secret Sets

The gear system was built around strict set membership: each item belonged to exactly one set. That was the right call early on, when the set list was short. Now that players have enough sets and items to genuinely experiment, the strict rule was locking out good build space. We opened it up.

Wildcards & Alternate Items set completion

  • An eligible item can now fill the weapon slot of a set it was not built for. The qualifying condition is item rarity; if the item meets the threshold for a given set, it can complete that set.
    • The โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ can complete the โ–ˆโ–ˆโ–ˆโ–ˆ set, and its bonus attack fires โ–ˆโ–ˆโ–ˆโ–ˆ instead of โ–ˆโ–ˆโ–ˆโ–ˆ. A knife-build โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ is real now.
    • The โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ completes the โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ set the same way. More pairings are waiting to be found.
  • When a Wildcard is in play, a cyan-tinted set icon appears on the completing item and on the Sets screen. You always know at a glance that a borrowed piece is holding the set together, not a native one.
  • More build variety and more room to experiment is the goal. You no longer have to use the exact item we designed the set around.

Secret Sets

  • A new set stays hidden until you build it. The Secret Set does not appear on the Sets screen until all pieces are assembled at the right rarity. Equip the right combination and the set reveals itself on assembly. Finding it is part of the reward.
  • The three-piece Secret Set bonus extends Slow. Land a Slow on an enemy and it lasts longer. If your build leans on Slow or the Wizard line's crowd control, this set earns its slot.

Un-Merge

Merging has always been permanent, and that permanence made experimentation expensive. A merge you got wrong had no exit. Un-Merge is the exit.

  • Any Epic or above item now has an Un-Merge button in the top-right corner of its item popup. Tap it and the item breaks down into soulbound copies of itself at Epic+0 plus soulbound fodder for the same slot.
  • Soulbound means un-merged components cannot be sold or listed on the Marketplace. They are yours to use or re-merge, not to liquidate. Un-Merge is a build-flexibility tool, not an economy one.
  • Epic+0 and below cannot be un-merged, and locked items cannot be un-merged either.
  • The more you merged, the more you get back. Components scale with the original rarity: a Legendary+0 returns three Epic+0 copies of the item plus nine fodder pieces; a Mythic+0 returns eighteen copies plus over a hundred fodder. The math is designed so Un-Merge does not feel like a punishment.

Legendary Merging: +4 Through +10

Legendary+3 was the previous cap before the jump to Mythic, and that jump was steep. One step, one giant cost. We broke it into finer increments so progression in the Legendary range feels like progress, not a waiting game.

  • Legendary now goes to +10. From +4 to +10, each step is its own tier with its own cost.
  • Each step costs one Legendary duplicate. The steps are meaningful but not punishing. You can feel your item getting stronger one merge at a time rather than hoarding toward one big conversion.
  • The total cost to reach Mythic has not changed. If you were planning your merge path before this update, the finish line is in the same place. The path to get there is just smoother.
  • If you were already at Legendary+3 before this update, your item is still exactly where it was. The new tiers open above it.

Ultimate Lifebinder: Life Bind, Rebuilt

The Lifebinder's original ability was a placeholder for a bigger idea: that healing is not just keeping your hero alive, it is a form of pressure that compounds. Life Bind I through VI is that idea, complete.

  • Life Bind I: Overheal converts to ATK. Healing past full generates a bonus ATK stack, up to three times your max HP worth. This is the foundation the rest of the chain builds on.
  • Life Bind II: Bank the wasted heal. When a heal lands and you are already at full HP, the excess is held in reserve and releases the next time you take damage. A heal that would have vanished is now a deferred save.
  • Life Bind III: Damage split. Incoming hits are spread across your allied heroes. A single big strike that would have ended your run instead gets distributed across the party. The Lifebinder becomes a defensive anchor for the whole group.
  • Life Bind IV: Vital Speed. Each heal triggers a Speed burst on your hero. Heal consistently and your hero acts faster, which feeds back into more heals and more ATK stacks from Life Bind I.
  • Life Bind V: Team-wide Vital Speed. The Speed burst extends to your allied heroes, not just your own. A party with a Lifebinder fights noticeably faster when heals are landing.
  • Life Bind VI: Quickened Pack. Your Pets' ability cadence speeds up. A Manta Ray that attacked every 3 rounds now attacks every 2. At max rank, a Lifebinder run moves at a different pace than anything else in the game.

If you ran an earlier Lifebinder build, check the skill cards for the current step descriptions. The chain has been restructured from the ground up, not just tuned. Behavior that changed is by design.


Quality of Life

Smaller wins that add up.

  • Auto-Level button. The Talents screen now has a dedicated Auto-Level button on the left of the rank row. It turns green when you can afford the next rank and grey when you cannot. The old hidden gesture is gone; the button is the only trigger now, and it is visible.
  • The progress tracker is back, and now dismissible. The slide-down progress tracker at the top of the screen was temporarily removed while we added the ability to dismiss it. It is now re-enabled and can be swiped upward to clear it. Swiping clears the entire queued batch, not just the current one.
  • Hero's Path navigation. Tapping Back from a Hero's Path event now returns you to the Hero's Path modal instead of the Home screen, so you can collect other events without extra taps.
  • Tower enemies now show Battle Modifiers before a Tower Challenge starts, so you can read the room before committing a ticket.
  • Auto-Advance is now available to all players. It unlocks after clearing Chapter 1.

Stalwart: How Counters Work Now

We had Stalwart's Counter Again behavior running outside the native counter-combo system. That meant counters from Stalwart could not crit, could not chain, and could not trigger combo follow-ups. It was a wall between Stalwart and the rest of the combat engine. We removed the wall.

  • Stalwart now routes its extra counter through the native counter-combo system. When you counter and Stalwart triggers, the counter is processed the same way any other counter is: it can land a critical hit, it can chain into a combo, and it can extend into follow-up hits based on your combo chance.
  • The result is a combo-capable counter build. A high combo-chance Stalwart setup can string counters into extended chains in a way that was never possible before. The ceiling is higher, and the feel is more consistent with the rest of combat.
  • Stalwart itself has not been nerfed. The trigger rate is unchanged. We made counters better, not rarer.

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 Life Bind chain went through full-party simulations before any numbers shipped. Six steps means six interaction surfaces, and each one was validated before the chain went live.
  • Telemetry on real player choices. Auto-Advance expanding to all players came directly from data showing that players who could skip manual day-advancement retained at higher rates. It now unlocks after clearing Chapter 1.
  • Days, not months. The Stalwart rework scoped, built, and shipped in the same sprint the bug was confirmed. When a structural problem is clear, we fix it fast.
  • Thank you. Un-Merge came from players who merged items early, learned the meta later, and felt stuck. The Wildcard set completion came from players asking why their favorite off-set weapon could not count toward a different set. You tell us what is confusing or frustrating, and we fix it. Keep building creatively and telling us about it.

Bug Fixes

The fixes that change how the game actually plays.

  • Tower Challenges: Shiba attacking twice per turn is fixed. Every Tower Challenge was running an extra attack every round. This one had been there for a while. It is gone.
  • Ultimate Cryomancer snow footprints no longer overlap other players in Guild Raid battles.
  • Harsh snow cutoff line visible in Guild Raids 3 and 4 is fixed.
  • Marketplace listings now return your item when they expire, instead of losing it quietly.
  • Guild application accepted push notifications are now sent correctly when a Guild leader accepts your application.
  • Chat particle effects no longer get stuck on screen when opening the Chat feature.
  • Extra icons no longer appear on the Multi Strike++ Tiles of Fate reward screen.