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[Ver.6.3.5] Regarding Balance Changes

Last updated

The following balance adjustments will be made in the version 6.3.5 update.

From the development team

Thank you for your continued enjoyment of playing TEPPEN.

We are committed to encouraging a wide variety of useful decks and strategies that players can create by combining Hero Arts and cards. We have gone through with some planned balance adjustments for this purpose.
Hero Arts and some cards will be adjusted to help create new deck archetypes. Along with that will be adjustments made to some cards that are easy to create advantageous board states continuously.

Please see the following for each balance adjustments.

 

Changes

  • Chain Fire (COR 043)
  • Akantor (ATH 014)
  • Golden Queen Ahtal-Ka (DTL 012)
  • Blazing Buddy Batsu (SR 012)
  • Emergency Strike (COR 085)
  • Necro (TDJ 023)
  • Tiffany Lords (SR 023)
  • Ibuki (COR 112)
  • Hell's Gatekeeper Hecuba (GO 051)
  • Eratoeir (SR 045)
  • Lilith (TDJ 046)
  • Deviljho (COR 150)
  • G-Adult (DON 079)
  • Trauma Chief Brian Irons (TDD 066)
  • Security Ball (TDJ 055)
  • Yawn (Chun-Li Hero Arts)
  • Spike Divebomb (Nergigante Hero Arts)
 

[Cards]

* Cards with the same status that have different names will also be affected.

Chain Fire (COR 043)

Before:

[MP:3]

Deal X damage to an enemy unit, where X is the number of times Chain Fire was used in this battle +4.
Count: 0

 

After:

[MP:3]

Deal damage to 1 enemy unit equal to the number of times Chain Fire has been used in this battle +4.
Any unit destroyed by this damage is removed from the game. This will not trigger Death Abilities.
Count: 0

 

Akantor (ATH 014)

Before:

[MP:6] [Attack:2] [HP:7]

After taking damage and surviving: Deal 2 damage to all enemy units.

 

After:

[MP:6] [Attack:2] [HP:7]

When played: Deal 3 damage to all enemy units.
After taking damage and surviving: Deal 3 damage to all enemy units (7 times remaining).

 

Golden Queen Ahtal-Ka (DTL 012)

Before:

[MP:5] [Attack:2] [HP:6]

When played: If your Explore Count is 3 or higher, gain +1/+3.
Attacking: Send 1 Castle on the Run from your EX Pocket to the Graveyard, then deal 5 damage to 1 random enemy unit.
After taking damage and surviving: Explore for Castle on the Run and give it -1 MP.
Explore Count: 0

 

After:

[MP:5] [Attack:2] [HP:7]

When played: If your Explore Count is 3 or higher, gain +1/+3.
Attacking: Send 1 Castle on the Run from your EX Pocket to the Graveyard, then deal 7 damage to 1 random enemy unit.
After taking damage and surviving: Explore for Castle on the Run and give it -1 MP (10 times remaining).
Explore Count: 0

 

Blazing Buddy Batsu (SR 012)

Before:

[MP:4] [Attack:1] [HP:5]

Destroyed by Damaging Effect: Gain +1/+1 and <Combo>.
<Quest>: Your Hero uses a Hero Art.
Lv. 2: Gain +1/+1, <Crush> (13 seconds), and "Effect Damage taken becomes 1."

 

After:

[MP:4] [Attack:1] [HP:7]

Destroyed by Damaging Effect: Gain +1/+1 and <Combo>.
<Quest>: Your Hero uses a Hero Art.
Lv. 2: Gain +1/+1, <Crush> (13 seconds), and "Effect Damage taken becomes 1."

 

Emergency Strike (COR 085)

Before:

[MP:3]

Deal X damage to a random enemy unit, where X is the HP of a friendly green unit.

 

After:

[MP:2]

Deal X damage to a random enemy unit, where X is the HP of a friendly green unit.

 

Necro (TDJ 023)

Before:

[MP:4] [Attack:1] [HP:10]

<Growth>: 3
Lv. 2: Gain <Veil>, then gain +1 Attack for each different Tribe among friendly units.

 

After:

[MP:3] [Attack:1] [HP:8]

<Growth>: 3
Lv. 2: Gain <Veil>, then gain +1 Attack for each different Tribe among friendly units.

 

Tiffany Lords (SR 023)

Before:

[MP:3] [Attack:2] [HP:4]

When placed on the field: Activate one of the following effects based on the number of different Tribes in your Graveyard:
1 Tribe: Send 1 random Unit Card with the lowest MP cost in your hand to the Graveyard, then inflict Seal on the unit in front.
2 Tribes: Change the MP cost of 1 random unit in your Graveyard to 1 and return it to the EX Pocket.
Different Tribes in Your Graveyard: 0

 

After:

[MP:3] [Attack:2] [HP:4]

When placed on the field: Activate one of the following effects based on the number of different Tribes in your Graveyard:
1 Tribe: Send 1 random green Unit Card with the lowest MP cost in your hand to the Graveyard, then inflict Seal on the unit in front.
2 Tribes: Change the MP cost of 1 random green unit in your Graveyard to 1 and return it to the EX Pocket.
Different Tribes in Your Graveyard: 0

 

Ibuki (COR 112)

Before:

[MP:6] [Attack:3] [HP:6]

<Agility>
Resonate: +2 HP.

 

After:

[MP:6] [Attack:3] [HP:6]

<Agility>
Resonate: Gain +2 HP.
<Memory>: 4
Deal 5 damage split among all enemy units.
Memory Count: 0

 

Hell's Gatekeeper Hecuba (GO 051)

Before:

[MP:7] [Attack:1] [HP:7]

While on the field: Reduce damage taken of 5 or more to 1.
Taking damage (self): Place 1 Genma Insect onto the field.

 

After:

[MP:6] [Attack:1] [HP:7]

When placed on the field: Place 1 Genma Insect on the field.
While on the field: Reduce damage taken of 5 or more to 1.
Taking damage (self): Place 1 Genma Insect on the field (7 times remaining).

 

Eratoeir (SR 045)

Before:

[MP:6] [Attack:3] [HP:5]

<Veil>
When played: If there are no enemy units, gain +1/+1 and +2 MP.
When a friendly unit is placed on the field: Remove 1 random enemy unit with an MP cost of 5 or less from the game. (Up to 1 time.)

 

After:

[MP:5] [Attack:3] [HP:5]

<Veil>
When played: If there are no enemy units, gain +1/+1 and +2 MP.
When a friendly unit is placed on the field: Remove 1 random enemy unit with an MP cost of 5 or less from the game. (Up to 1 time.)

 

Lilith (TDJ 046)

Before:

[MP:4] [Attack:0] [HP:2]

<Anti-Air>
When placed on the field: Gain +1/+1 for each different Tribe among Unit Cards in your hand and EX Pocket.
When Attack becomes 4 or higher for the first time: Give all Unit Cards in your hand and EX Pocket +1/+1.

 

After:

[MP:4] [Attack:0] [HP:2]

<Anti-Air>
When placed on the field: Gain +1/+1 for each different Tribe among Unit Cards in your hand and EX Pocket.
When Attack becomes 4 or higher for the first time: Give all purple Unit Cards in your hand and EX Pocket +1/+1.

 

Deviljho (COR 150)

Before:

[MP:8] [Attack:6] [HP:8]

<Rush>
Decimate: -2 Attack.

 

After:

[MP:8] [Attack:6] [HP:8]

<Rush>
Decimate: Gain -1/+2.

 

G-Adult (DON 079)

Before:

[MP:5] [Attack:1] [HP:9]

Taking damage (self): Place a G-Young onto the field.

 

After:

[MP:5] [Attack:1] [HP:9]

When played: Place 1 G-Young onto the field.
Taking damage (self): Place 1 G-Young onto the field (9 times remaining).

 

Trauma Chief Brian Irons (TDD 066)

Before:

[MP:6] [Attack:2] [HP:6]

<Frenzy>
After taking damage and surviving: Place 1 G-Young onto the field.
<Ascended>: Gain +2 HP, then destroy all other Human units.

 

After:

[MP:6] [Attack:2] [HP:6]

<Frenzy>
After taking damage and surviving: Place 1 G-Young onto the field (8 times remaining).
<Ascended>: Gain +2 HP, then destroy all other Human units and place up to 2 G-Young onto the field.

 

Security Ball (TDJ 055)

Before:

[MP:3] [Attack:2] [HP:3]

<Flight>
<Ascended>: Give 1 random enemy unit -4 HP.

 

After:

[MP:3] [Attack:2] [HP:3]

<Flight>
<Ascended>: Give 1 random enemy unit -7 HP.

 

[Hero Art]

*The ability adjustment of Hero Arts is also applied to Hero Arts after changing the skin.

Yawn (Chun-Li Hero Arts)

Before:

[AP:20]

Give 1 friendly unit "Gain +4 MP when leaving the field." (This effect does not stack.)

 

After:

[AP:17]

Give 1 friendly unit "Gain +4 MP when leaving the field." (This effect does not stack.)

 

Spike Divebomb (Nergigante Hero Arts)

Before:

[AP:15]

Give 1 friendly unit +4/+4.
Destroy that unit after 1 attack.

 

After:

[AP:15]

Give 1 friendly unit +4/+4 and "Death: Gain +1 MP," then destroy that unit after 1 attack.

 

*Cards affected by the rebalancing will reap the same number of souls required for their crafting between the release of ver. 6.3.5 and the release of ver. 6.3.7.

  • Tiffany Lords (SR 023)
  • Lilith (TDJ 046)

We will continue to take into account the effects of additional cards, decks and their win percentages, and game experience when moving forward with balance changes.
We hope that this balance adjustment and continuous balance adjustments will make the content of TEPPEN more enjoyable.

We hope you continue to enjoy playing TEPPEN.