9/25 (Thu) Balance Adjustment Preview (Edited on 9/22 02:45) [122]
(9/22 02:45) There was an edit to the 5★ Artifact, ‘Unfading Memories,’ after the reveal of the balance adjustments due to a missing explanation for the Artifact’s effect. We sincerely apologize to our Heirs for the confusion this caused.
Before Change | After Change |
Increases Effect Resistance of all allies by 20%.At the start of the turn, recovers Health of all allies by 4-8%. | Increases Effect Resistance of all allies by 20%. At the start of the turn, recovers Health of all allies by 4-8%. This Artifact's skill effect can only apply to one Hero within a team. |
Hello, Heirs! This is Epic Seven.
We sincerely appreciate the interest and support of all of our Heirs who have continued their adventures with us in Epic Seven.
With these balance adjustments, we plan to implement changes to 14 Heroes and 2 Artifacts. These changes are scheduled to take effect following the update on 9/25.
1. Balance Adjustment Target
With this balance adjustment, we have made some changes to certain Heroes and Artifacts that haven't been seeing very much use.
The details of the balance adjustment are as shown below.
Hero
Grade | Name |
5★ Moonlight | Maid Chloe |
5★ Moonlight | Little Queen Charlotte |
5★ Moonlight | Operator Sigret |
5★ Covenant | Fumyr |
5★ Covenant | Command Model Laika |
4★ Moonlight | Tempest Surin |
3★ Moonlight | Lorina |
3★ Moonlight | Commander Lorina |
3★ Covenant | Carrot |
3★ Covenant | Researcher Carrot |
3★ Covenant | Helga |
3★ Covenant | Mercenary Helga |
3★ Covenant | Christy |
3★ Covenant | Silvertide Christy |
Artifact
Grade | Name |
★5 | Draco Plate |
★5 | Unfading Memories |
* The probability and number of turns are based on fully enhanced skills.
* Skill Cooldowns will not be changed unless stated.
* The skill descriptions mentioned in this preview may differ from the actual update.
* The balance adjustment schedule and details provided in this notice are subject to change and may be different from the actual update.
1-1. Hero Balance Adjustments
1-1-1. Moonlight / 5★
Maid Chloe
Heavy Strike (Before) | Heavy Strike (After) |
Attacks with a hammer, with a 40% chance to stun for 1 turn. When the target is stunned after the attack, increases Combat Readiness of all allies except for the caster by 15%. | Attacks the enemy with a hammer, with a 40% chance to stun for 1 turn, before increasing Combat Readiness of the caster by 15%. After attacking, when the target is inflicted with stun, increases Combat Readiness of all allies except for the caster by 15%. |
Maid's Cheer (Before) | Maid's Cheer (After) |
Increases Effect Resistance of all allies by 20%. At the start of the turn, recovers Health of two allies with the lowest Health proportional to the caster's max Health. | Grants 50% additional damage reduction to all allies. |
| Amount Recovered Increased |
VIP Treatment (Before) | VIP Treatment (After) |
Entertains all allies with VIP Treatment, reviving all dead allies to 20% Health. Dispels two debuffs from all living allies and grants revive for 3 turns. | Entertains all allies with VIP Treatment, reviving all dead allies to 30% Health. For allies that are not dead, dispels two debuffs and grants revive for 3 turns. |
VIP Treatment (Awakened) (Before) | VIP Treatment (Awakened) (After) |
Entertains all allies with VIP Treatment, reviving all dead allies to 20% Health. Dispels two debuffs from all living allies and grants revive for 3 turns, before increasing Attack of all allies for 3 turns. | Entertains all allies with VIP Treatment, reviving all dead allies to 30% Health. For allies that are not dead, dispels two debuffs and grants revive for 3 turns, before granting increased Defense to all allies for 3 turns. |
Cooldown: 5 Turns | Cooldown: 4 Turns |
Constellation (Before) | Constellation (After) |
Virgo | Gemini |
Maid Chloe will be improved to further strengthen her role in protecting allies.
First, VIP Treatment will be changed to revive allies with 30% Health, and will grant increased Defense to all allies instead of increased Attack, enhancing their survivability. In addition, its cooldown will be reduced by 1 turn, allowing the skill to be used more frequently.
Maid's Cheer will be adjusted to grant allies 50% additional damage reduction, while the amount of Health recovered from the skill effect that restores the Health of two allies with the lowest Health at the start of the turn will be increased. When used against enemies that primarily rely on skills that deal additional damage, this will significantly reduce the effectiveness of their attacks and allow battles to be fought more favorably. However, with the addition of the new additional damage reduction effect, the previous effect that increased Effect Resistance of all allies by 20% will be removed.
Heavy Strike will be improved to increase Combat Readiness of the caster regardless of whether the target is stunned, making it easier for her to gain turns.
Also, her Constellation will be changed to Gemini to better align with the adjusted skill effects.
Through these improvements, we hope Maid Chloe will once again earn the love of our Heirs.
Operator Sigret
Annihilation (Before) | Annihilation (After) |
Batters the enemy with a scythe. Grants an extra turn when the enemy is defeated. Penetrates the target's Defense by 50%, or by 100% when the target is granted a barrier. Damage dealt increases proportional to the caster's Speed. | After granting increased Attack to the caster for 2 turns, attacks the enemy by swiping consecutively with a scythe. When the enemy is defeated, grants an extra turn. Penetrates the target's Defense. When the target is granted a barrier, increases damage dealt. |
| Damage Dealt Decreased |
Obliterate (Before) | Obliterate (After) |
Calls in drones to attack all enemies, with a 100% chance to decrease buff durations by 1 turn. Increases Attack of all allies for 2 turns. When the target is granted a barrier, ignores Effect Resistance. Damage dealt increases proportional to the caster's Speed. | Calls in drones to attack all enemies, with a 100% chance to decrease buff durations by 1 turn. Grants increased Attack to all allies for 2 turns. When the target is granted a barrier, ignores Effect Resistance. |
Obliterate (Awakened) (Before) | Obliterate (Awakened) (After) |
Calls in drones to attack all enemies, with a 100% chance each to decrease buff durations by 1 turn before decreasing Combat Readiness by 20%.Increases Attack of all allies for 2 turns. When the target is granted a barrier, ignores Effect Resistance. Damage dealt increases proportional to the caster's Speed. | Calls in drones to attack all enemies, with a 100% chance each to decrease buff durations by 1 turn before decreasing Combat Readiness by 30%.Grants increased Attack to all allies for 2 turns. When the target is granted a barrier, ignores Effect Resistance. |
Soulburn (10): Extends duration of buffs granted by this skill by 1 turn. | Damage Dealt Increased |
Operator Sigret will be adjusted to perform more effectively against targets granted barriers.
Annihilation will be improved to first grant increased Attack to the caster before activating, and will be changed to always penetrate the target's Defense by 100% regardless of whether they are granted a barrier, allowing her to suppress targets granted barriers in a wider variety of situations.
Obliterate will have its damage dealt and Combat Readiness decrease amount increased, and its Soulburn effect will be changed to increase damage dealt. The effect that increased damage dealt proportional to the caster's Speed will be removed.
With these new changes, Operator Sigret will be able to incapacitate targets granted barriers more reliably.
Little Queen Charlotte
A Queen's Dignity (Before) | A Queen's Dignity (After) |
When suffering a critical hit, grants 30% damage reduction. When an ally except for the caster suffers a critical hit, grants 15% damage reduction. At the moment the caster suffers a critical hit, increases Combat Readiness of the caster by 15%. | Immune to debuffs which prevent movement. When an ally is attacked, grants 20% damage reduction. After every attack suffered by an ally, increases Combat Readiness of the caster by 10%. |
The Will of La Mare (Before) | The Will of La Mare (After) |
Smashes the enemy with a sword and attacks. When the enemy is defeated, inflicts extinction. Penetrates the target's Defense by 50%, and when the target is a Dark elemental, increases damage dealt and deals additional damage proportional to the caster's Attack to all enemies except for the target. | Attacks the enemy by slamming down with a sword, and when the enemy is defeated, inflicts extinction. Deals additional damage proportional to the caster's Attack to all enemies except for the target. Penetrates the target's Defense by 50%. When the target is of the Dark element, increases damage dealt. |
The Will of La Mare (Awakened) (Before) | The Will of La Mare (Awakened) (After) |
Smashes the enemy with a sword and attacks, absorbing some of the damage dealt as Health. When the enemy is defeated, inflicts extinction. Penetrates the target's Defense by 50%, and when the target is a Dark elemental, increases damage dealt and deals additional damage proportional to the caster's Attack to all enemies except for the target. | Attacks the enemy by slamming down with a sword, absorbing some of the damage dealt as Health, and when the enemy is defeated, inflicts extinction. Deals additional damage proportional to the caster's Attack to all enemies except for the target. Penetrates the target's Defense by 50%. When the target is of the Dark element, increases damage dealt. |
Soulburn (20): Grants an extra turn. | Soulburn (10): Skill cooldown is decreased by 2 turns. |
Little Queen Charlotte will be improved to enhance her overall usability and performance in longer battles.
First, A Queen's Dignity will be adjusted so that the damage reduction effect granted to allies will activate regardless of whether a critical hit occurs. While the damage reduction value granted to the caster will be decreased, the value granted to allies except for the caster will be increased. In addition, the effect that increased Combat Readiness of the caster upon suffering a critical hit will be changed to increase Combat Readiness of the caster after every attack suffered by an ally, making it easier for her to gain turns. Furthermore, an effect that makes her immune to debuffs which prevent movement will be added, allowing her to perform even better in longer battles.
The Will of La Mare will be adjusted so that the additional damage proportional to the caster's Attack dealt to all enemies except for the target, which previously only activated when the target is of the Dark element, will now activate regardless of the target's element. This will allow her to inflict powerful damage on all enemies even in situations where a Dark elemental target is not present.
1-1-2. Covenant / 5★
Fumyr
Substratal Experimentation (Before) | Substratal Experimentation (After) |
Attacks the enemy with an elemental reaction, with a 50% chance to decrease Attack for 2 turns. | Attacks the enemy with an elemental reaction, and increases Combat Readiness of the ally with the highest Combat Readiness except for the caster by 15%. |
Elemental Inquiry (Before) | Elemental Inquiry (After) |
At the start of Fire and Earth elemental allies' turns and at the start of the caster's turn, grants elemental wisdom to the caster. After attacking on the caster's turn, when elemental wisdom is stacked to 3, activates Fruit of Knowledge and removes all elemental wisdom. | At the start of battle, gains 1 Focus for each ally's element. At the start of the turn, gains 1 Focus, and after attacking, when Focus is full, consumes all, activating Fruit of Knowledge. Fruit of Knowledge: Dispels all buffs from all enemies and has a 100% chance to inflict sleep for 2 turns before a 85% chance to inflict decreased Defense for 2 turns. |
Sensory Dissection (Before) | Sensory Dissection (After) |
Fabricates an illusion, decreasing buff durations of the target by 1 turn and attacks the enemy, inflicting decreased Speed for 2 turns. A successful attack inflicts 3,000 additional damage when the caster is granted elemental wisdom. Additional damage increases proportional to the number of elemental wisdom stacks, up to 9,000. | Attacks the enemy with an illusion, dispelling two buffs before increasing skill cooldowns by 1 turn and decreasing Combat Readiness by 20%. Inflicts 2,000 additional damage for each Focus. |
Sensory Dissection (Awakened) (Before) | Sensory Dissection (Awakened) (After) |
Fabricates an illusion, decreasing buff durations of the target by 1 turn and attacks the enemy, inflicting decreased Speed for 2 turns before decreasing Combat Readiness by 30%. A successful attack inflicts 3,000 additional damage when the caster is granted elemental wisdom. Additional damage increases proportional to the number of elemental wisdom stacks, up to 9,000. | Attacks the enemy with an illusion, dispelling two buffs before increasing skill cooldowns by 1 turn and decreasing Combat Readiness by 40%. Inflicts 2,000 additional damage for each Focus. |
Soulburn (20): Ignores Effect Resistance. | Soulburn (20): Grants an extra turn. |
Constellation (Before) | Constellation (After) |
Taurus | Pisces |
Fumyr will be adjusted so that the conditions for activating Fruit of Knowledge are eased.
Now, in addition to Fire and Earth elements, Light and Dark elements will also be included as conditions for using Fruit of Knowledge, and to make it more intuitive when Fruit of Knowledge can be activated, the Elemental Wisdom effect will be removed and changed to use Focus instead. Furthermore, whereas previously each ally needed to start their turn for the condition to be met, with this adjustment, each ally's element will be checked at the start of battle and Focus will be immediately gained accordingly. In addition, because Fumyr will now also gain Focus at the start of every turn, if all allies are of different elements at the start of battle, Fumyr will be able to activate Fruit of Knowledge immediately upon gaining a turn.
Sensory Dissection will be changed to dispel two buffs from the target instead of decreasing buff durations by 1 turn, and an effect that increases skill cooldowns instead of inflicting decreased Speed will be added. The additional damage inflicted will also be changed to increase proportional to Focus.
As Fruit of Knowledge can now be used right at the start of battle, her Constellation will also be changed to Pisces to allow her to take better advantage of these adjustments.
Command Model Laika
Strike Order (Before) | Strike Order (After) |
Selects an enemy, with a 100% chance to target them for 2 turns. Increases Attack of the ally except for the caster with the highest Attack for 2 turns, and decreases skill cooldown by 1 turn, before triggering a Dual Attack. | Selects an enemy, with a 100% chance to inflict target for 2 turns. Grants increased Attack (Greater) to the ally with the highest Attack except for the caster for 2 turns before triggering a Dual Attack. |
Command Model Laika will be adjusted to improve her overall usability.
First, the increased Attack effect granted to an ally by Strike Order will be changed to increased Attack (Greater), while the skill cooldown reduction effect will be removed. When used together with heroes that have high Attack, this will allow her to deal even greater damage to enemies through Dual Attacks.
Also, the Exclusive Equipment effect that increases damage dealt by Volley Fire! will be changed to decrease buff durations of the target by 1 turn, allowing Command Model Laika to be utilized more effectively in a wider variety of situations.
In line with this balance adjustment, Command Model Laika's Exclusive Equipment effect will be adjusted as follows.
Exclusive Equipment – Effect 2 (Before) | Exclusive Equipment – Effect 2 (After) |
Decreases buff durations of the target by 1 turn when using Strike Order. (This effect is applied before inflicting target) | Dispels all buffs from the enemy when using Strike Order. (This effect is applied before inflicting target) |
Exclusive Equipment – Effect 3 (Before) | Exclusive Equipment – Effect 3 (After) |
Increases damage dealt by Volley Fire! by 10%. | Decreases buff durations of the target by 1 turn when using Volley Fire!. (This effect is applied before inflicting decreased Speed.) |
With the changes to Command Model Laika's Exclusive Equipment, players will be able to change the effects on this Exclusive Equipment for 2 weeks following the balance adjustment. The effect change is only applicable to Exclusive Equipment that was affected by the update and does not include Equipment obtained after the update. When a player changes the effects, other stats of the Exclusive Equipment will remain unchanged. Effect changes cannot be reversed.
1-1-3. Moonlight / 4★
Tempest Surin
Swift Movement (Before) | Swift Movement (After) |
When attacked, damage suffered in one attack does not exceed 51% of max Health. At the end of an enemy's turn, when the caster's Health is 70% or less, dispels all debuffs from the caster and grants stealth for 1 turn before increasing Combat Readiness by 30%. | When attacked, damage suffered in one attack does not exceed 51% of max Health. At the end of an enemy's turn, when the caster's Health is 70% or less, dispels all debuffs from the caster and grants stealth and vampirism for 1 turn before increasing Combat Readiness by 30%. |
Moonlight Shadow (Before) | Moonlight Shadow (After) |
Attacks all enemies, with a 85% chance each to make them unable to be buffed for 2 turns and inflict silence for 1 turn. Damage dealt increases proportional to the amount of the caster's lost Health. | Attacks all enemies, with a 100% chance each to inflict cannot buff for 2 turns and silence for 1 turn. Damage dealt increases proportional to the amount of the caster's lost Health. |
| Damage Dealt Increased |
Tempest Surin will be adjusted to strengthen her combat abilities in longer battles.
First, to the effect of Swift Movement that grants Stealth and increases Combat Readiness when the caster's Health is 70% or less, an effect that grants Vampirism will be added. This will allow her to continuously recover her lost Health through Vampirism.
Moonlight Shadow will be adjusted so that the chances to inflict Cannot Buff and Silence are increased to 100%, and its damage dealt will also be increased, making it easier to suppress enemies.
In line with this balance adjustment, Tempest Surin's Exclusive Equipment effect will be adjusted as follows.
Exclusive Equipment – Effect 1 (Before) | Exclusive Equipment – Effect 1 (After) |
Absorbs some of the damage dealt as Health when using Lunge. | Increases Lunge's chance of inflicting bleeding by 20%. |
With the changes to Tempest Surin's Exclusive Equipment, players will be able to change the effects on this Exclusive Equipment for 2 weeks following the balance adjustment. The effect change is only applicable to Exclusive Equipment that was affected by the update and does not include Equipment obtained after the update. When a player changes the effects, other stats of the Exclusive Equipment will remain unchanged. Effect changes cannot be reversed.
1-1-4. Moonlight / 3★
Lorina
Spiritual Armament (Before) | Spiritual Armament (After) |
Increases Attack by 15% each time the caster attacks an enemy. Effect can only stack up to 5 times. | Increases Effect Resistance by 50%. Increases Attack by 15% each time the caster attacks an enemy. Effect can only stack up to 5 times. |
Resolve (Before) | Resolve (After) |
After leaping into the air, attacks the enemy with a strike from above. Damage dealt increases proportional to the target's lost Health. | After leaping into the air, attacks the enemy with a strike from above. Damage dealt increases proportional to the target's max Health. |
Commander Lorina
Spiritual Armament (Before) | Spiritual Armament (After) |
Increases Attack by 15% each time the caster attacks an enemy. Effect can only stack up to 5 times. | Increases Effect Resistance by 50%. Increases Attack by 15% each time the caster attacks an enemy. Effect can only stack up to 5 times. |
Spiral Breakthrough (Before) | Spiral Breakthrough (After) |
Pierces the enemy with a spear, decreasing Combat Readiness by 15%. Damage dealt increases proportional to the amount of the enemy's lost Health. | Attacks the enemy by piercing them with a spear, decreasing Combat Readiness by 15%. Damage dealt increases proportional to the target's max Health. |
Unity Rune (Before) | Unity Rune (After) |
Increases Dual Attack chance by 2%. | Increases Dual Attack chance by 12%. |
Courage Rune (Before) | Courage Rune (After) |
Increases Attack by 2%. | Increases Attack by 20%. |
Guard Rune (Before) | Guard Rune (After) |
When Spiritual Armament is activated, increases Defense by 5%. | When Effect Resistance is 200% or more, damage suffered in one attack does not exceed 35% of max Health when attacked. |
Sun Rune (Before) | Sun Rune (After) |
Increases damage dealt by Sharp Blow by 2%. | Increases damage dealt by Sharp Blow by 10%. |
Hail Rune (Before) | Hail Rune (After) |
Increases Critical Hit Damage by 2%. | Increases Dual Attack chance by 15%. |
Thorn Rune (Before) | Thorn Rune (After) |
When defeating an enemy with Spiral Breakthrough, has a 20% chance to reset cooldown of this skill. | When using Spiral Breakthrough, if the caster's Effect Resistance is 200% or more, penetrates the target's Defense by 50%. |
Obscurity Rune (Before) | Obscurity Rune (After) |
When using Sharp Blow, has a 15% chance to increase Combat Readiness by an additional 20%. | When using Sharp Blow, has a 100% chance to recover Health of the caster proportional to Attack. |
Glory Rune (Before) | Glory Rune (After) |
When using Spiral Breakthrough, increases damage dealt against Elite or Boss monsters by 20%. | Increases damage dealt by Spiral Breakthrough by 20%. |
Commander Lorina will be adjusted to make use of Effect Resistance.
First, the effect of Spiral Breakthrough that increases damage dealt proportional to the amount of the enemy's lost Health will be changed to increase damage dealt proportional to the target's max Health, allowing her to deal greater damage against enemies with high Health.
Spiritual Armament will gain an effect that increases Effect Resistance by 50%. When her Effect Resistance is 200% or more, the effect of Guard Rune will make it so that damage suffered in one attack does not exceed 35% of max Health when attacked. Also, the effect of Thorn Rune will enable her to penetrate the target's Defense by 50% when using Spiral Breakthrough.
In addition, the effects of Unity Rune and Sun Rune will be changed to greatly increase Dual Attack chance, allowing her Dual Attack chance to increase up to 30%. As a result, the longer the battle goes on, the more she will be able to accumulate damage against enemies through Dual Attacks and create a variety of variables.
1-1-5. Covenant / 3★
Carrot
Swing (Before) | Swing (After) |
Attacks with a staff, with a 50% chance to decrease Speed for 2 turns, before detonating burn effects inflicted on the enemy at the end of the turn. | Attacks with a staff, with a 75% chance to inflict burn for 1 turn, before detonating burn effects inflicted on the enemy at the end of the turn. |
Flame Barrier (Before) | Flame Barrier (After) |
At the moment of being attacked, grants a barrier (proportional to Attack) for 1 turn, and inflicts burn on the attacker for 1 turn. | After being attacked, grants increased Attack and a barrier (proportional to Attack) for 1 turn, and inflicts burn on the attacker for 1 turn. |
Blaze Explosion (Before) | Blaze Explosion (After) |
Attacks all enemies with powerful fire, dispelling one buff before a 75% chance to burn for 1 turn. | Attacks all enemies with powerful fire, dispelling two buffs before a 75% chance to inflict burn for 1 turn. |
Blaze Explosion (Awakened) (Before) | Blaze Explosion (Awakened) (After) |
Attacks all enemies with powerful fire, dispelling one buff before a 75% chance to burn for 2 turns. | Attacks all enemies with powerful fire, dispelling two buffs before a 75% chance to inflict burn for 2 turns. |
Researcher Carrot
Swing (Before) | Swing (After) |
Attacks with a staff, with a 50% chance to decrease Speed for 2 turns, before detonating burn effects inflicted on the enemy at the end of the turn. | Attacks the enemy with a staff, with a 75% chance to inflict burn for 1 turn, before detonating burn effects inflicted on the enemy at the end of the turn. |
Flame Barrier (Before) | Flame Barrier (After) |
At the moment of being attacked, grants a barrier (proportional to Attack) for 1 turn, and inflicts burn on the attacker for 1 turn. | After being attacked, grants increased Attack and a barrier (proportional to Attack) for 1 turn, and inflicts burn on the attacker for 1 turn. |
Flame Spurt (Before) | Flame Spurt (After) |
Attacks all enemies with powerful fire, dispelling one buff before a 75% chance each to inflict two burn effects for 1 turn. | Attacks all enemies with powerful fire, dispelling two buffs before a 75% chance each to inflict two burn effects for 1 turn. |
Flame Spurt (Awakened) (Before) | Flame Spurt (Awakened) (After) |
Attacks all enemies with powerful fire, dispelling one buff before a 75% chance each to inflict two burn effects for 2 turns. | Attacks all enemies with powerful fire, dispelling two buffs before a 75% chance each to inflict two burn effects for 2 turns. |
Faith Rune (Before) | Faith Rune (After) |
Increases Swing's decrease Speed effect chance by 10%. | Increases Swing's chance of inflicting burn by 5%. |
Researcher Carrot will be adjusted to strengthen her ability to inflict burn.
Now, the effect of Swing will be changed to inflict burn on the target instead of decreasing Speed, allowing her to immediately detonate burn effects as soon as they are inflicted. In addition, the Faith Rune will further increase the chance of inflicting burn.
Flame Barrier will gain an effect that grants increased Attack to the caster after being attacked before being granted a barrier, which will increase the barrier strength. Also, the burn inflicted on the attacker will also deal more damage due to the increased Attack.
Furthermore, Flame Spurt will be improved to dispel two buffs instead of one, allowing her to perform more effectively when enemies are granted multiple buffs.
Helga
Attack Chain (Before) | Attack Chain (After) |
Attacks the enemy with a powerful axe slam, with a 60% chance to inflict decreased Defense for 2 turns. A critical hit will have a 50% chance to extend buff durations of the caster by 1 turn. | Attacks the enemy with a powerful axe slam, with a 75% chance to inflict decreased Defense for 2 turns. A critical hit will have a 50% chance to extend buff durations of the caster by 1 turn. |
Attack Chain (Awakened) (Before) | Attack Chain (Awakened) (After) |
Attacks the enemy with a powerful axe slam, with a 60% chance to inflict decreased Defense for 2 turns. A critical hit will extend buff durations of the caster by 1 turn. | Attacks the enemy with a powerful axe slam, with a 75% chance to inflict decreased Defense for 2 turns. A critical hit will extend buff durations of the caster by 1 turn. |
Mercenary Helga
Attack Chain (Before) | Attack Chain (After) |
Attacks the enemy with a powerful axe slam, with a 60% chance to inflict decreased Defense for 2 turns. A critical hit will have a 50% chance to extend buff durations of the caster by 1 turn. | Attacks the enemy with a powerful axe slam, with a 75% chance to inflict decreased Defense for 2 turns. A critical hit will have a 50% chance to extend buff durations of the caster by 1 turn. |
Attack Chain (Awakened) (Before) | Attack Chain (Awakened) (After) |
Attacks the enemy with a powerful axe slam, with a 60% chance to inflict decreased Defense for 2 turns. A critical hit will extend buff durations of the caster by 1 turn. | Attacks the enemy with a powerful axe slam, with a 75% chance to inflict decreased Defense for 2 turns. A critical hit will extend buff durations of the caster by 1 turn. |
Sun Rune (Before) | Sun Rune (After) |
At the start of the turn, when Health is 70% or more, has a 100% chance to increase Critical Hit Chance of the caster for 1 turn. | At the start of the turn, when Health is 50% or more, has a 100% chance to increase Critical Hit Chance for 1 turn. |
Wedge Rune (Before) | Wedge Rune (After) |
When using Attack Chain, if all allies are Earth elemental, increases effect chance of decrease Defense by 20%. | When using Attack Chain, if all allies are of the Earth element, increases effect chance of decrease Defense by 25%. |
Mercenary Helga will be adjusted to strengthen her ability to weaken enemies.
First, the chance of inflicting decreased Defense with Attack Chain will be increased, and the effect of Wedge Rune that increases effect chance of inflicting decreased Defense will also be increased, so that if all allies are of the Earth element, the chance of inflicting decreased Defense will reach up to 100%.
In addition, the difficulty of maintaining the effect of Sun Rune will be alleviated so that it activates at the start of the turn when Health is 50% or more, making it easier to retain the increased Critical Hit Chance effect.
Christy
Oath Shield (Before) | Oath Shield (After) |
After being attacked, when the caster is not inflicted with a debuff, increases Combat Readiness of the caster and the ally in the back row by 20%. At the start of the first battle, increases Effect Resistance of the ally in the back row except for the caster by 50% of the caster's Effect Resistance.The rate of this effect does not change after it is activated, and this effect is dispelled only when the ally in the back row is defeated. | After being attacked, when the caster is not inflicted with a debuff, increases Combat Readiness of the caster and the ally in the back row by 20%. At the start of the first battle, increases Effect Resistance of the ally in the back row except for the caster by 100% of the caster's Effect Resistance.The rate of this effect does not change after it is activated, and this effect is dispelled only when the ally in the back row is defeated. |
Hymn of Courage (Before) | Hymn of Courage (After) |
Grants increased Attack to all allies for 2 turns, before recovering Health of the caster proportional to the caster's max Health. | Grants increased Attack to all allies for 2 turns, before recovering Health of the caster proportional to the caster's max Health. |
Hymn of Courage (Awakened) (Before) | Hymn of Courage (Awakened) (After) |
Grants increased Attack to all allies for 2 turns. Grants increased Defense to the caster for 2 turns and recovers Health proportional to max Health. | Grants increased Attack to all allies for 2 turns. Grants increased Defense to the caster for 2 turns and recovers Health proportional to max Health. |
| Amount Recovered Increased |
Silvertide Christy
Oath Shield (Before) | Oath Shield (After) |
After being attacked, when the caster is not inflicted with a debuff, increases Combat Readiness of the caster and the ally in the back row by 20%. At the start of the first battle, increases Effect Resistance of the ally in the back row except for the caster by 50% of the caster's Effect Resistance.The rate of this effect does not change after it is activated, and this effect is dispelled only when the ally in the back row is defeated. | After being attacked, when the caster is not inflicted with a debuff, increases Combat Readiness of the caster and the ally in the back row by 20%. At the start of the first battle, increases Effect Resistance of the ally in the back row except for the caster by 100% of the caster's Effect Resistance.The rate of this effect does not change after it is activated, and this effect is dispelled only when the ally in the back row is defeated. |
Dragon Knight's Cheer (Before) | Dragon Knight's Cheer (After) |
Grants increased Attack to all allies for 2 turns. Grants increased Effectiveness to the caster for 2 turns and recovers Health proportional to max Health. | Grants increased Attack to all allies for 2 turns. Grants increased Effectiveness to the caster for 2 turns and recovers Health proportional to max Health. |
Dragon Knight's Cheer (Awakened) (Before) | Dragon Knight's Cheer (Awakened) (After) |
Grants increased Attack to all allies for 2 turns. Grants increased Effectiveness and increased Defense to the caster for 2 turns and recovers Health proportional to max Health. | Grants increased Attack to all allies for 2 turns. Grants increased Effectiveness and increased Defense to the caster for 2 turns and recovers Health proportional to max Health. |
| Amount Recovered Increased |
Guard Rune (Before) | Guard Rune (After) |
Grants 20% damage share from the damage received by the ally in the back row. | Grants 30% damage sharing from the damage received by the ally in the back row. |
Silvertide Christy will be adjusted to further strengthen her ability to support the ally in the back row.
Now, the effect that increases Effect Resistance of the ally in the back row by Oath Shield will be improved to apply by 100% of the caster's Effect Resistance, allowing her to increase the Effect Resistance of the ally in the back row more reliably.
In addition, the effect of Guard Rune will be improved so that the damage share from the damage received by the ally in the back row is increased to 30%, further enhancing her ability to protect the ally in the back row.
1-2. Artifact Balance Adjustments
1-2-1. Artifact / 5★
Draco Plate
Effect(s) (Before) | Effect(s) (After) |
Increases Critical Hit Damage by 15-30%. When suffering a critical hit, grants 8-16% damage reduction. | Increases Critical Hit Damage by 15-30%. When suffering a critical hit, grants 15-30% damage reduction. |
Draco Plate will be adjusted to further strengthen its defensive ability.
Now, when suffering a critical hit, it will grant up to 30% damage reduction, greatly reducing damage when facing enemies that inflict critical hits.
Unfading Memories
Effect(s) (Before) | Effect(s) (After) |
Increases Effect Resistance by 25%. Heals all allies by 5-10% after using a non-attack skill. | Increases Effect Resistance of all allies by 20%. At the start of the turn, recovers Health of all allies by 4-8%. This Artifact's skill effect can only apply to one Hero within a team. |
Unfading Memories will be adjusted to improve its overall usability.
First, the Effect Resistance increase that previously only applied to the caster will be changed to apply to all allies, and the effect that healed all allies after using a non-attack skill will be changed to recover Health of all allies at the start of each turn, allowing it to be utilized more effectively.
These are the scheduled balance adjustments and improvements for the update on 9/25.
We closely monitor all feedback from our players across various channels. We are grateful to be part of your Epic Seven journey. We will continue doing our best to improve our Heroes so that every character can find their place in your heart.
Thank you.

To enter a comment Log In Please
Lorina kinda nerf than buff if you ask me cause she only work if her efres 200% otherwise her penetrate skill and limit dmg is useless, so in the end lorina comp is tied with christy forever and cannot be change
Dominiel rework!
S1: Hail - Attacks a single enemy with ice, with a 40% (max) chance to stun for 1 turn. If attacking when the user has the reflect status, attacks all enemy units. The changed attack does not trigger a counterattack and increases the combat readiness of the ally with the highest Attack stat by 15%.
S2: Nixied’s Grace - Casts reflect and barrier on all allies for 2 turns. Barrier strength increases proportionally to the caster’s max health.
S3: Ice Spear - Attacks all enemies with a large block of ice, with a 90% (max) chance to stun for 1 turn, and decreasing combat readiness by 15%. Increases speed of the caster for 2 turns. Soulburn: increases speed by 1 additional turn and gives the user an extra turn.
So another Fumyr spammer here .
I like some of the changes. I am okay with changes as well. I dont mind her having real counters in comparison to how strong she already was for people who used her properly .
The real loss here in this entire change, is the ignore ER. She has focus counters now, but now ER is also a major counter to her. If I pick her, I want to be able to reset something like Light Achates, Lady of the Scales, and so on. She will be fine into Dilibet and she was already decent into hand guy (due to 2 turn sleep anyways).
The moment we remove her extra turn and put ignore er back on it though, her focus part becomes way worse. That soulburn is the only thing keeping her at least viable on this change. Forcing her to use her book is also a huge downside.
Yes, we could build her as before and try 250 eff, but as you can see each step here removes one part and the whole puzzle falls apart.
I personally just want the ignore ER back. Then she at least makes sense into cleansers.
Honestly, Fumyr changes is nice, now its all element instead of fire and earth, EXCEPT now she rely on FOCUS, which is terrible on PvP because of units like Spp, Soli, and fire Lidica. You know what will make her better? Keep her Unique Buff elemental wisdom, but affected by all element. That should make her better instead of relying on focus, now i cant use her when spp exist in a team. Thanks SG.
Please keep with the Fumyr changes, i don't want to see another Pirate Captain Flan incident where a really nice and interesting rework gets canned because a bunch of Silver players got upset they'd have to change how to play their garbage unit.
SHE'S NOW A 120 SPD OPENER THAT CAN PROC AN AOE FULL STRIP + AOE 2 TURN SLEEP AND DEF BREAK HOW DO YOU THINK THIS IS A DOWNGRADE. SHE'S A MILLION TIMES EASIER TO DRAFT BECAUSE YOU DONT HAVE TO LIMIT YOURSELF TO FIRE/EARTH UNITS YOU 5 FUMYR PLAYERS SHOULD BE JUMPING FOR JOY.
Anyways, I'm also a big fan of reworking Runes of old SC units, that was way overdue. Same with Constellation changes. Keep these kinds of balance changes coming
I have mixed feelings about her buff, i like that now its all element instead of only fire and earth, but relying on focus is what threw me off, Spp is everywhere, there are Soli and fire Lidica too. Now she is a last pick unit in RTA, limited use in Normal Arena or Guild (thanks to Spp being everywhere in Defense). Unlike other units with Focus where they can still contribute to buff ally or do damage to enemy even if their focus is disabled, Fumyr literally cant do anything other than being a spectator if her Focus is disabled, she doesnt even do damage.
Hel・Its not like Fumyr as she is right now is anything but a last pick as well so i dont see why that's relevant. And even without Focus, she's still an opener that can Push back and increase skill cooldown of an enemy, and then use S1 to push a bridge. Like, she's also an MLTaeyou enabler now regardless of how much focus she has. And if you hate fighting SPP because she's everywhere in RTA, might i suggest the humble preban.
I really don't agree with any argument for this being a nerf and i'm tired of being robbed by interesting unit changes because a few people whine about having to change their playstyle.
Edit: Oh yeah with her extra turn Soul burn she can also easily enable CPavel now too. Hell she can even enable Robin cleave if that's what you're into. Those are options you just didn't have before.
OmlettFair take, I dont think its a nerf either but i still think her s2 relying on focus isnt the best idea since that will limit how often you use her for her s2 in all pvp content, unless you use her purely for cleave like your suggestion.
You know what i mean? The safest way to use her in Rta is to pick her as the last pick, that means i have to get the second pick so i can pick her at the last in order not to get cucked either by Spp, Soli or fire Lidica. Prebanning Spp did nothing since Soli and fire Lidica still exist, and being a Focus unit means that it will massively affect how often i use her for her s2 in all pvp content thanks to those 3 units. Thats what im concern about her relying on Focus. Enabling Cleave is a nice addition tho.
Hel・Soli is a forced ban for Fumyr most of the time yes, but Lidica isn't imo. You can just try and race the Lidica, she's not that much faster than Fumyr now that Fumyr gets a spd increase (again, 120 Base spd is a pretty big deal). And for specifically 2nd pick, you can draft her as your ban protect slot without your opponent being able to lock in Soli as their ban prot unit. And a ban protected, buffed Fumyr sounds absolutely terrifying to face when your Soli easily gets post banned.
Why are you nerfing C.Lorina? It's my only viable way to clear perdition.
With changing her c3 from bonus damage of "target lost health" to "% of target max health" she will lost a good chunk of damage overall because You always block it in pve. For example only green perdition allows you to use "% of target max hp" Damage.
Pls, don't ruin good f2p pve char. She won't be used in pvp even after this "buff".
Guys, what are you talking about? C. Lorina got an insane buff in both PvP and PvE. She basically caps out on dual attack chance and gets 50% armor penetration. I’m 100% certain that after this change, she’ll deal even more damage.
It really feels like SG knows the gap between new and old players is huge, so now they’re hyping up free units like Ras, C. Lorina, and—oh my god—Carrot 🥕. With a counter set, Carrot is going to be a whole new thing that hits hard.
Don’t hate just for the sake of it, think it through first.
BlackLunarHoly **** someone with an actual brain. Yeah CLorina is an insane buff for both PvE and PvP.
What's better than a DPS in PvE? A DPS that is immune to debuffs (200 ER is usually what you need to resist every debuff in PvE), has self sustain, dual attacks out the wahzoo, hits crazy hard and is immune to randomly dying because of damage limit. Losing her rng self push when she already self pushes like crazy is just a dumb af argument.
pavelkpcYes, her build will change. But let's see what she got instead:
- More base atk (that will scale with your gear and passive later)
-Straight up a better damage up in all of her skills.
-More chances to deal damage out of her turn.
So to rap it up. Your gear will definetly get less on offensive stats, but her kit compensates that.
Side note: you're not forced to meet her other part's of the kit, if you keep your default build, this buff is just a straight up BETTER buff to her pve damage. If you wanna play her in pvp, you put on resistance. is just that simple.
I honestly want to see a Genesis Ras buff. Meta right now is too obnoxious with how many Barunka and Empyrean Illynav that I see and usually drafted with someone who gives immunity. I think his S2 needs a dispel and his sacred covenant should be like Ruele that doesn't expire until death. If not expiration then make it give him dmg reduction. Too slow to get combat readiness, not tanky enough to take hits. Just a suggestion and my opinion. He's my favorite character and even with Crit dmg as high as 300, still doesn't always finish the job because of this new character Lady of the Scales that just blockades him. Pls add smthing for him to tank at least or dispel that's all I'm asking.
(I know there'll be people who think I'm probably just not building him right, but seriously if you look at how Lady of the Scales or tanks like ML Kayron, Barunka, ML Illynav, Fallen Ceclia, and including Mort. They are usually for some reason unkillable even when drafted into well.)
Please remove Carrot’s crit awakening too
Help me understand how Lorina can get the er stats she needs without losing her damage output? Are you trying to force her into a specific team comp where other units will buff her er, which is not cool by the way? Or are you trying to rework her for pvp content? She's my go to for a lot of bosses, and I love her on a rage pen build. How is this adjustment going to benefit her as a damage dealer when I'm going to have to gear her for er and sacrifice my damage? Unless you have god tier gear rolls, us plebians aren't going to be able keep her stats up and meet the er requirements. I feel like this is a pvp rework and it it's annoying because the 3 stars are the last bastion of hope of having pve units anymore. I get that this is a pvp focused game, but there are plenty of 4 and 5 stars for that. Lorina is supposed to be the PVE Damage Queen, not BBK's mortal little sister, or Prefect Aria at home.
You're not forced to put res on her if you won't use her in pvp. Re read her buffs from athis perspective: "F-it! i'll use her for killing bosses". She just got more base atk, more chances to deal damage out of her turn and a pseudo ddj on her skills. All of it on top of what she already is. How all of this makes her a worse pve unit?
Op Sigret needs more to her kit on top of just more damage. Straze already fulfills the role of taking out a unit + AOE damage.
nvm after further thought i take back my statement on fumyr being buff pls don't change her to focus i want my elemental wisdom
Good patch
Good buffs, So happy you guys buffed Laika, I hope next time they remember Muse Rima exist 😔
Nice looking patch, good to see buffs for SC heroes. Please keep the Fumyr changes but instead changing her to use focus please keep her unique buff "Elemental Wisdom" and just allow to to stack 5 times; or just Keep "Elemental Wisdom" 5% defense in addition to the focus.
Some of the Clorina changes seem odd and like they have been made for upcoming content.
Fumyr is a no until you nerf the problem child that takes away half of all resources (Sea Phantom Politis). Don't do this change. There's like 50 more complaints with her, but that's all that needs to be said for this change.
OP Sig still technically isn't addressed until Elynav is addressed. I get what you guys are doing, but any pen = ruined by Elynav. Think about going past 100% pen cap or nerf Elynav. Why is she specifically an issue when we have buffs? Buffs don't last until the unit dies.
Regarding C.Lorina:
Most of the Rune changes that deal with the low increased damage/stat numbers are great.
Lost Health -> Max Health isn't great because you guys make that an immunity half the time. Lost health also helps on low health finishing.
No to the ER stuff unless her passive is changed to remove 50% base ER and instead include +40% ER per hit (up to 5) and gains the effects on her own when she does 5 hits, otherwise that makes her too stat hungry.
No to replacing the CR Push rune.
Good points regarding Lorina.
Most of the time the PvE content you want to use her in also has immunity to % of Max Health damage effects. If you're doing this then one way would be for her to ignore the immunity (like Zio ignores all effects against his CR push including Harsetti's).
For ER they pretty much want you to neuter her damage (especially for the average player without absurd gear) or to permanently run Christy as an ER bot alongside her, so I'm with you on this and it synergizes perfectly with her Spiritual Armament skill.
u suppose to use lorina with christy on PVE lol
I agree with the Fumyr change, SP politis is too common or a menace to anyone with resource gains. If they go through with this, she's bound to be irrelevant as she always has unless waifu built. >_<
Bad points on lorina. She just got straight up a better pve unit if you ignore her ER part of the kit. Also, the CR push rune is ass. her 30% chance of dual will push her more than that pityful 15%. Also, your take on the max health stuff is pretty valid tho, but i think the base atk buff will make it up fot the loss in certain contents i think. Just an awesome buff that takes almost nothing away from the character, you're not forced to build ER on her, ER build is for pvp, you can have 2 lorinas. This buff is just incredibly good.
Cute Surin.
>The description clearly states that after the opponent's turn combat readiness increases
I think it's just another wording issue that they never updated/normalized and it still happens within Harsetti's turn. Pretty much none of those skills work against her passive and that's why the only answer are Extra turn skills like Young Senya's.
good. NOW PLS BUFF ARUNKA! My girl need more power!
My lowly peasant opinions:
Maid Chloe: just made Fallen Ceci redundant. Maid bros we're back.
Operator Sigret: It's nothing. Just moved the slider up a bit and removed the Speed scaling (that's good). Rebuff.
Queen Charlotte: We're back.
Fumyr: No good, do this: Change where it says "Focus" back to her unique effect "elemental wisdom". Then it's good. You don't need to very much brick her against so many hard counters in exchange for making her somewhat usable. I want to see my lovely evil woman shine.
Laika: Don't remove the skill cooldown reduction effect.
Tempest Surin: Slight slider up for modernization/reliability. Nothing, balance patch padding.
Lorina: Lorina GODS we're so back. Rare real buff that gives so much and takes nothing or so little away, congratulations.
Carrot: Ok.
Helga: Minimal slider up. Nothing, balance patch padding.
Christy: Slider up. Designated to be Lorina's accessory.
Draco Plate: Slider up. Nothing, patch padding. I want it to be good.
Unfading Memories: Ok.
S.Lorina+S.Christy comp would give S.Lorina 200 eff res=def pen
Not sure why the last part for unfading memories need to change since most soul weaver use non attack skill so keeping that last part would be fine. Changing just trash the artifacts to the weird dps soul weaver but at that point you might make new artifact instead changing that good one.








hi it me again tldr - read bold
maid - add dmg reduc on par w/ FCC. FCC still better vs cleave but maid good vs turn 2.
ops - need to see multi. good if she can OS mid bulk units through empyrean defenses
LQC - crazy buff for defensive utility. made or broken by whether or not she can OS ayufine thru ely. extinction is premium tho
Fumyr - way easier to use. need book/sb to work.
Laika - weaker amid + weaker ml lua. as a rgb 5 being weaker version of ml5 + lmtd5 is a very good sign.
Tsurin - built in healing = build way more damage. could be good in barrier comps
lorina - idk im not pve guy
carrot - slight usability buff. still ok in her niche.
Christy - huge buff for guild war players. she's used in top 32 guild war a lot and now is even better
Draco - warriors don't need more stat stick. meh.
Unfading - crazy value. can replace maid's lost ER aura. great on ER ddr/diene/lady of scales who can cycle fast
BONUS WRETCHED ROSE - hard to play (too slow). good for europe style defense to cleanse injury
Fumyr abuser/enthusiast here:
Please on God, dont
I get the vision of yours but no, its just wrong on every way possible
Here's the problem which is common,yes focus,she will get cucked by soli and spp, lidica , etc. BUT THIS kills her skill for good. Like what is in your mind when you thought "hey she is not bad enough, let introduce her to a gimmick that completely get destroyed by them"
Now the small bits people might not know is that her elemental mastery(yes her UNIQUE BUFF ICON) that you are about to remove also grant her defense bonus , like come on sg, what character are you about to release next that you decided to nerf Fumyr this badly?
And her s1 , shes a burst type of debuffer, its not like cr push gonna reset her cd after her first or second turn
What i propose is keep her s2 and increase her 85% chance to 100% , give her s3 the new effect but increase it to 15k, AND PLEASE, PLEASE MAKE HER S2 IGNORE ER , that skill was hard to proc for a purpose and you gotta raise the stakes.
OMG WTF U NEFVED MY PVE QUEEN LORIANA??????????????????????????????????? REFUND MY SPECIALYYTY CHANGE PLZ!!!!!!!!!!