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We are aware that some players want to play teams which need time to be set up to finally reach a very powerful spike after turn 3 or 4. However, robots were taking too much damage and could die before they could do anything. To solve this, we’ve increased the base Resistance on each class of robot to give them more tankiness early in the game. With the increase of Resistance on items from the previous update, you can now reach a good amount of damage reduction earlier for your fragile robots. We’ve also increased the base Critic on each class of robots to help players to build teams around this attribute earlier. In return, Resistance per level and Critic per level have been turned down to 0. We wanted Overload to be a very important mechanic to manage in fight. We’ve reduced enemies' Structure and Shield, but increased their Resistance in return. Slow teams can now take their time to set up their combo to unleash it when enemies are overloaded since Overload sets the Resistance to 0. To make it more relevant, we’ve increased the amount of Overload generated by enemies' spells. If you want to play a team built to quickly kill enemies, you can still do it. With this update, if you want to play a team built to reach a powerful spike a little bit later in the fight, you should be able to do it too. Overall, enemies have been slightly nerfed to make the early stages of the game a little easier. We’ve adjusted Psyborgs to prevent them from being killing machines who can oneshot your robots and prevent players to answer back.
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