Wrapping up an intense Season 3, we've taken a close look at gameplay outcomes, player strategies, and, most importantly, feedback from you, our dedicated community. The outcome? A set of carefully considered Status Effects, Spells, and Hero changes ready to launch in Season 4.

All these changes are subject to change and they are only informative.

New

Spellchain

Spellchain

Currently, there is a very high priority on the first Spell played each round. We think this new mechanic and other ones that are coming can impact the meta without competing for that first Spell played slot.

Renew

Renew

We removed most of the Maximum Health increases, substituting them with this new Buff that heals the carrier at the end of the round. While also adding a new expiration for Status Effects: "Lasts 2 rounds" that will be used on some existing and new Status.

Lake Souls

Lake Souls

This new Buff is unique to Ran and gives her a powerful tool to protect any of her allies and is especially powerful when played on herself.

Changes

Immune

Immune changed to last until receiving damage.

The Immune interaction with Bombs, Poisons, Sacrifice, Thorns, etc... was one of the most frustrating things to face. This change reduces the power of Immune quite a bit but also will allow us to make it a more common mechanic.

Unkillable

Unkillable changed to also reduce damage done by 50%

The only Spell that used this mechanic had some problems, with this change we think it will be more used and fun to play.

Bait

Bait changed to 100% give Dizzy at the start of the round and last 2 rounds.

The Bait mechanic wasn't consistent enough to be able to strategize around it. This change makes it a way to apply a delayed Dizzy, so the caster and receiver can play around it more consistently.

Poison

Poison changed to deal damage at the end of the round and last 2 rounds.

Poison was way too complicated to be a starting mechanic and created challenges when trying to create new Poison Spells. With this change, the order in which Poisons are applied won't impact their damage and allows us to add more spells that use and play with this mechanic.

Reef

Reef's overall Damage and Shields reduced by 3%

Reef has been the strongest Hero since the early beta. He has a very powerful kit with unique mechanics, which we don't want to change so we reduced a tiny bit his base stats without touching his Health. We will monitor Reef's performance to see if this change has the expected impact.

Last Stand

Last Stand

Give Renew 114 and Unkillable.

With the rework of Unkillable and the addition of Renew, Last Stand is now a more playable and fun Spell to play.

Stompy

Stompy

Deal 50% of your Missing Health. Restore 177 health to this hero.

Removing most of the Max Health increases, we had to change Slothy's signature finisher. While keeping a similar vibe, this Spell is now way more fun and adds a risk-reward component to its play.

Walnut Shower

Walnut Shower

Increased base Weak by 5%.

Vines Trap

Vines Trap

Increased base Weak by 5%.

Enfeebling Hex

Enfleebling Hex

Increased base Weak by 5%.

Water Bullet

Water Bullet

Increased base Weak by 5%.

Brawn or Brains

Brawns or Brains

Mana cost changed from 3 to 2.

Thorny Provoke

Thorny Provoke

Removed +Max Health, increased Thorns amount.

Focus Fire

Revengeful Fire

Increased base Damage.

Tree of LIfe

Tree of Life

Changed Max Health increase for Renew.

Nature Guard

Nature Guard

Changed Max Health increase for Renew.

Challenge

Challenge

Changed Max Health increase for Renew.

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