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
- Gun Volt (COR 011)
- Colonel (COR 022)
- Cellmate Mad Joey (TDJ 075)
- Crescent Grizzly (COR 061)
- Tireless Reporter Frank (MCD 030)
- Tiffany Lords (SR 023)
- Harpuia (MSM 028)
- Remy (COR 091)
- Evax (MSM 037)
- Osprey (MSM 041)
- Use This! (MSM 053)
- Vile (COR 157)
- Forced Revival (COR 162)
- Double (TDJ 064)
- Celestial Envoy's Miracle (Amaterasu Hero Arts)
- Shadow Blade (Morrigan Aensland Hero Arts)
[Cards]
* Cards with the same status that have different names will also be affected.
Gun Volt (COR 011)
Before:
[MP:3] [Attack:2] [HP:5]
Death: Deal 1 damage to the unit in front.
After:
[MP:3] [Attack:2] [HP:5]
Death: Deal 1 damage to 1 random enemy unit with the lowest HP.
<Ascended>: Deal 4 damage split among all enemy units.
Colonel (COR 022)
Before:
[MP:5] [Attack:1] [HP:10]
When on the field: Give all other friendly red units +1 Attack and <Rush>.
After:
[MP:5] [Attack:2] [HP:10]
When a friendly Machine unit is placed on the field: Gain +1 Attack and <Combo>. (Effective for 1 attack.)
While on the field: Give all other friendly red units +1 Attack and <Rush>.
Cellmate Mad Joey (TDJ 075)
Before:
[MP:3] [Attack:1] [HP:1]
When a friendly unit dies: Return that unit to the EX Pocket and give it +1 MP equal to its Attack. (Up to 1 time.)
Death: If this unit's Attack is 4 or higher, return this card to the EX Pocket.
After:
[MP:3] [Attack:1] [HP:1]
<Shield>
When a friendly unit dies: Return that unit to the EX Pocket and give it +1 MP equal to its Attack. (Up to 1 time.)
Death: If this unit's Attack is 4 or higher, return this card to the EX Pocket.
Crescent Grizzly (COR 061)
Before:
[MP:8] [Attack:4] [HP:10]
After:
[MP:8] [Attack:4] [HP:10]
<Heavy Pierce>
Decimate: Gain +2 MP.
When HP becomes 12 or higher for the first time: Gain +2 MP.
Tireless Reporter Frank (MCD 030)
Before:
[MP:7] [Attack:4] [HP:7]
When added to your hand or EX Pocket: If this unit has been placed on the field 1 or more times, gain +4 MP.
Attacking: Activate the following effects in sequential order:
First: Place 1 green unit with an MP cost of 6 or more from your deck onto the field.
Second: Gain "Death: Return this card to the EX Pocket."
Placed Count: 0
Attack Count: 0
After:
[MP:7] [Attack:4] [HP:9]
When added to your hand or EX Pocket: If this unit has been placed on the field 1 or more times, gain +4 MP.
Attacking: Activate the following effects in sequential order:
First: Place 1 green unit with an MP cost of 6 or more from your deck onto the field.
Second: Gain "Death: Return this card to the EX Pocket."
Placed Count: 0
Attack Count: 0
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 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
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.
3 Tribes: Return 1 random green unit in your Graveyard to the EX Pocket.
Different Tribes in Your Graveyard: 0
Harpuia (MSM 028)
Before:
[MP:4] [Attack:1] [HP:5]
<Flight>
When a friendly unit is placed on the field: Lose <Flight>, then change the Attack of 1 random enemy unit with the highest Attack to 1. (1 time remaining.)
<Ascended>: Gain +1/+3, then give 1 green Unit Card with an MP cost of 3 or less in your deck +1 Attack and place it onto the field.
After:
[MP:4] [Attack:1] [HP:5]
<Flight>
When a friendly unit is placed on the field: Lose <Flight>, then change the Attack of 1 random enemy unit to 1. (1 time remaining.)
<Ascended>: Gain +1/+3, then give 1 green Unit Card with an MP cost of 3 or less in your deck +1 Attack and place it onto the field.
Remy (COR 091)
Before:
[MP:4] [Attack:2] [HP:8]
After:
[MP:4] [Attack:2] [HP:8]
When placed on the field: Add 1 purple Unit Card with an MP cost of 4 from your deck to the EX Pocket.
When a friendly purple unit with an MP cost of 4 is placed on the field: Gain +1 Attack.
Evax (MSM 037)
Before:
[MP:3] [Attack:1] [HP:8]
<Rush>
<Energy>: Gain +1 Attack, then Explore for Agility.
- Attacking: Gain +2 Energy Points.
- After dealing Attack Damage to the enemy Hero: Gain +3 Energy Points.
After:
[MP:3] [Attack:1] [HP:8]
<Energy>: Gain +1 Attack, then Explore for Agility.
- Attacking: Gain +2 Energy Points.
- After dealing Attack Damage to the enemy Hero: Gain +3 Energy Points.
Osprey (MSM 041)
Before:
[MP:4] [Attack:1] [HP:3]
<Flight>
When played: Explore for Shotgun.
Death: Gain +1 MP.
<Energy>: Give all purple Unit Cards with Explore in your hand and EX Pocket +1/+1.
- Attacking: Gain +2 Energy Points.
- After dealing Attack Damage to the enemy Hero: Gain +3 Energy Points.
After:
[MP:4] [Attack:1] [HP:3]
<Flight>
When played: Explore for Shotgun.
<Energy>: Give 1 random purple Unit Card with Explore in your hand or EX Pocket +1/+1.
- Attacking: Gain +2 Energy Points.
- After dealing Attack Damage to the enemy Hero: Gain +3 Energy Points.
Use This! (MSM 053)
Before:
[MP:2]
Give 1 random purple Unit Card with an MP cost of 2 or more in your hand or EX Pocket -1 MP.
If your Explore Count is 3 or higher, then Explore for Rocket Launcher and give it -1 MP.
Explore Count: 0
After:
[MP:2]
Give 1 random purple Unit Card with an MP cost of 2 or more in your hand or EX Pocket -1 MP.
If your Explore Count is 3 or higher, then Explore for Rocket Launcher.
Explore Count: 0
Vile (COR 157)
Before:
[MP:4] [Attack:3] [HP:7]
When on the field: Your maximum MP is now -2.
After:
[MP:4] [Attack:3] [HP:7]
While on the field: Give -2 to your maximum MP.
<Growth>: 3
Lv. 2: Gain +1/+1.
Lv. 3: Deal 3 damage to all enemy units.
Forced Revival (COR 162)
Before:
[MP:7]
Place a random unit in your Graveyard onto the field with +1/+1.
After:
[MP:5]
Give 1 random unit in your Graveyard +1/+1 and place it onto the field.
Double (TDJ 064)
Before:
[MP:4] [Attack:1] [HP:6]
<Slow> <Veil> <MP Boost: 20>
<Unleash>: 15
Lose <Slow>, <Veil>, and <MP Boost: 20>, then gain +1 Attack for each different Tribe among units in your Graveyard. Your Hero gains +1 Life for each different Tribe among units in your Graveyard.
Different Tribes in Your Graveyard: 0
After:
[MP:4] [Attack:1] [HP:7]
<Slow> <Veil> <MP Boost: 20>
<Unleash>: 15
Lose <Slow>, <Veil>, and <MP Boost: 20>, then gain +1 Attack for each different Tribe among units in your Graveyard. Your Hero gains +1 Life for each different Tribe among units in your Graveyard.
Different Tribes in Your Graveyard: 0
[Hero Art]
*The ability adjustment of Hero Arts is also applied to Hero Arts after changing the skin.
Celestial Envoy's Miracle (Amaterasu Hero Arts)
Before:
[AP:20]
Your Hero gains "All friendly red units gain +1 Attack."
After:
[AP:18]
Your Hero gains "All friendly red units gain +1 Attack."
Shadow Blade (Morrigan Aensland Hero Arts)
Before:
[AP:18]
Deal 5 damage to 1 enemy unit.
If that unit has <Flight>, deal 7 damage instead.
Your Hero gains +3 Life.
After:
[AP:18]
Deal 6 damage to 1 enemy unit.
If that unit has <Flight>, deal 8 damage instead.
Your Hero gains +3 Life.
*Cards affected by the rebalancing will reap the same number of souls required for their crafting between the release of ver. 7.0.7 and the release of ver. 7.1.
- Tiffany Lords (SR 023)
- Harpuia (MSM 028)
- Evax (MSM 037)
- Osprey (MSM 041)
- Use This! (MSM 053)
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.