1. Arcane Showdown
  2. News

Arcane Showdown News

Arcane Pass

Greetings Mages!


This season we released a new feature to Arcane Showdown, the Arcane Pass! We’ve designed the Arcane Pass as a way for players to earn more unique and exclusive rewards, featuring both a free and premium reward track.

Each season a new Arcane Pass will be introduced, allowing players to progress along their reward track. Like the Arcane Cauldron, you will earn Arcana to progress forward on the reward track, with a single track containing as many as 35 rewards! Complete the battle pass before the next season? Well, don’t worry, the final reward chest in each track can be unlocked as many times as you are able to earn the appropriate amount of Arcana.

While the free track alone offers at least as many rewards as the previous Arcane Cauldron, players on the premium track will be able to claim rewards from both the free and premium tracks and free entry to paid events a daily Gold Mystery Chest.



We have introduced a number of exclusive rewards with the Arcane Pass. In these first few seasons, you can expect to see unique Runes, new Emotes, and new to Arcane Showdown, Guardian Skins!

Don’t fret if you don’t already have the Guardian for a skin you’ve earned; these will be saved and available to use once you’ve unlocked the Guardian. Any duplicate skins earned can be converted into coins.

Do you have what it takes to earn all of the rewards?

September Season Update

[h2]GENERAL[/h2]
  • Acid Turret, Sentry Tower and Mana Crystal are now 33% smaller

This change allows these structures to be placed in front of Statues to defend, which should be an excellent quality of life improvement.

  • Mana veins will continue to produce mana if the territory around them is lost, or controlled by the enemy Mage


[h2]CARDS[/h2]
Archers
  • Damage reduced by 20%


Dragon Slayer
  • Damage per attack reduced by 15%


Goblins
  • Damage reduced by 23%


Goblins have high damage output, body count, and low-mana cost. All of these traits make them a great addition to any deck, regardless of strategy. We wanted to keep the Goblins as a 2 mana swarm minion with a fast attack, so we lowered their damage to help balance out the total damage Goblins can deal.

Tidal Wave
  • Damage against structures reduced by 65%

Previously, Tidal Wave dealt 100% of its damage to enemy structures. Every other damage spell (excluding Boulder) deals 35% of their normal damage to structures. The recent changes that allow spells to be cast without vision, as well as the health decrease to player spawned structures, have caused Tidal Wave to excel at countering Spider Nest, Mana Crystal, and Whelp Roost. The reduction in damage means Tidal Wave will still be a viable option for damaging these buildings, however it will not be as big a mana swing.

Arcane Showdown v0.12 Update has landed!

Greetings Mages,
This version introduces brand new features like the Arcane Pass and Schools of Magic, an overhaul of the previous Bounties system, and some much anticipated 2 vs 2 additions. Keep reading to learn more about these and all the other additions live now in v0.12.0.

[h2]New Features
[/h2]
[h3]Arcane Pass[/h3]
A new way to earn more rewards during a season and gain exclusive content, including new Guardian Skins, Runes, Emotes, and more! This will be replacing the Arcane Cauldron and will appear once the September season starts.

[h3]Quests[/h3]
We’ve changed Bounties into a new Quest system! Alongside daily quests for a choice of rewards, Mages can complete questlines for additional rewards that accompany each season. Mages won’t need to complete every quest to earn the final reward! This will appear once the September season starts.

[h3]Schools of Magic
[/h3]Every card Mages can collect belongs to a School of Magic! Upgrade cards within a school to gain bonus levels for cards, reward chests, and other unique bonuses!

[h3]2 vs 2 Trophies
[/h3]Mages can now gain 2 vs 2 trophies by winning 2 vs 2 duels! Citadel Rewards are earned based on your total trophies: the sum of both 1 vs 1 and 2 vs 2 trophies!

[h3]2 vs 2 Leaderboard
[/h3]Once Mages earn 1,000 2 vs 2 trophies, they’ll be able to compete for a spot on the 2 vs 2 leaderboard! The previous Global Leaderboard is now the 1 vs 1 leaderboard!

[h3]2 vs 2 Guild Invites
[/h3]Mages can now directly invite Guild members to team up for 2 vs 2 duels!




[h2]Content Changes
[/h2]
[h3]New Runes[/h3]

Swordsman
  • Veteran (Arcane Pass Exclusive): Damage increases 12% each time it kills a minion.
Spider Nest
  • Infestation: 2 additional Spiders are summoned when the Nest is made.


Troll
  • Regeneration: Regenerates 1% of max health every second.


Dragon Slayer
  • Dragonsbane: Deals 15% more damage, as well as an additional 5% damage to Dragons.


Goblins
  • Hype’d: Hasted for 2 seconds when summoned.
Scouts
  • Scouting Party: Summons an additional Scout.
Mortar
  • Plan C: Summons a Cleaver when an enemy gets close to the Mortar.
Reaper
  • Soulscythe: Attack radius increased by 20%. Deals 8% more damage.
Gunner
  • Plan D: Every 20 seconds, summons a Duck decoy near the Gunner’s target. Duck decoy has 63% of the Gunner’s health.


[h3]Rune Essence[/h3]
  • Mystic Essence Chest reward given at 80 trophies now gives 100 Rune Essence (up from 50).
  • Rune Essence from chests is divided up between fewer Runes (no change to total amounts given).


New Mage Rewards Scroll
  • Reward #4 changed from Goblins x10 -> Apprentice x10
  • Reward #6 changed from Apprentice x10 -> Wolf Riders x1
  • Reward #7 changed from Orc x1 -> Mystic Essence Chest


Archmage’s Order Chests
  • All end-of-season chests now contain Rune Essence (higher chests contain more!)
  • Master I through Grandmaster chests now have a chance to reward a Guardian.


[h2]Bug Fixes, Improvements, and Minor Changes[/h2]
  • Mystery Chests open consistently when acquired from all locations.
  • General localization improvements.
  • Chat will be wiped after upgrading to the new version of the game.
  • Video rewards reset at 10 AM local time.
  • Spells now grant the appropriate amount of vision when cast.
  • Runes now appear during replays.
  • (Steam) Fixed an issue with purchases failing.

August Season Update

General
  • All spells can be cast without vision

Removing the vision requirements for casting spells is a quality of life change that will allow players to consistently cast spells in the best possible position without any vision constraints. Paired with the changes to spawner buildings, players will have many options to counter enemy structures.

Cards

[h2]Whelp Roost[/h2]
  • Provides a small vision radius to the enemy mage while active
  • Health reduced by 91%


[h2]Spider Nest[/h2]
  • Provides a small vision radius to the enemy mage while active
  • Health reduced by 93%
  • Mana cost increased from 2 -> 3


Previously, spawner buildings could be played safely in the back of a lane with little to no counterplay options available. By adding a constant source of vision around spawner buildings and reducing their health, players will be able to effectively counter spawner buildings with spells and guardians. Spawner buildings now alert the enemy mage for a few seconds after they have been constructed.

Guardians

[h2]Arthur[/h2]
  • Crusader’s shield strength reduced by 25%
  • Crusader’s Damage increased by 25%
  • Crusader’s HP increased by 15%


We felt Arthur was too specialized, with too much of his value coming in the form of his shield and not enough from Crusader himself. With this change, the Crusader is more of an ongoing threat after providing his allies with a shield.

Arcane Showdown v0.11 Update is here

Greeting Mages,
We have some exciting new updates to dive into in this release! So what's new in v.11? For starters, we have a new Guardian joining the fray. Arthur and his Protector summon are preparing to make their way to the Citadel very soon. We also have two new maps, many new runes, and more to cover in our notes. So let's get to it.

[h2]New Guardian - Arthur[/h2]
First off we have our newest Guardian, Arthur. While Arthur won’t be available on day one of the update, he will join Ember, Grimly, and Bloomling shortly after the release of v.11. This adorable Grifflet (yes, we said Grifflet) opens up a few new options to players looking for a tankier playstyle. Arthur's passive ability provides all friendly structures with 15% more health, allowing you to play more defensively earlier on. This ability is also useful later in the duel, as it gives your statue upgrades a noticeable boost in health. The support theme continues when Arthur casts his active ability, summoning the heavily armored Protector. This minion can take quite a few hits while also providing nearby friendly minions and structures with a temporary shield. The Protector is a strong minion who can reinforce a well-coordinated team push, so use this summon wisely to destroy those Statues and get closer to win!



[h2]New Maps[/h2]
[h3]Molten Basin[/h3]
Molten Basin is the first true two-lane Statue map to enter Arcane Showdown. What playstyle will you choose? Will you go with an early Statue rush or will you stall to build up your mana resources and make your way into Tier II and III minions? This map features two pits of fiery lava in the middle, leaving a lot of the action to take place on the sides. However, don't ignore the middle area; those lava pools can be used to split up minions to allow for strategic pathing and sneak attacks!



[h3]Lost Lagoon[/h3]
The Lost Lagoon is a 3 Lane Statue map with an interesting twist. There’s a maze path in the middle of the map that leads directly to each team’s middle Statue, however, this also puts the middle and right Statue lanes in close proximity to each other. Map control will be important here, as you can get overrun rather quickly if you aren’t careful. You also need vision to take over the first mana vein, so keep that in mind when planning your initial setup and deciding how to tackle the Fog of War. Whatever you do, don’t forget to keep your eye on the maze, controlling it could turn the tide of a duel.



[h2]Game Changes
[/h2][h3]New Runes[/h3]
The following cards have received two Runes each. These Runes become unlocked at level 10 and level 20.

[h3]Wolf Riders[/h3]
  • (10) War Howl: One additional Wolf Rider spawns in Tier 2, and two in Tier 3.
  • (20) Protection: Spawn with a shield equal to 37.5% of their health, lasting 5 seconds.
  • Tidal Wave
  • (10) Typhoon: Affects enemy air minions too.
  • (20) Tsunami: Deals 43% more damage. Knockback increased. Mana cost increased by 1.
  • Alchemist
  • (10) Tonic: Each attack also heals the most damaged nearby friendly minion for 77% of Alchemist’s damage.
  • (20) Tincture: Every 4th attack does 69% more damage and is 57% larger.
  • Stone Wall
  • (10) Fortified: Stone Wall has 20% more health.
  • (20) Rampart : Duration increased by 25%. Cooldown reduced by 5 seconds.


[h3]Rootwalker[/h3]
  • (10) Blossoms: Summons 2 Bloomlings when killed.
  • (20) Thorns: Melee attackers receive 10.7% of Rootwalker’s damage on hit.
  • Thoughtsteal
  • (10) Sneak Peak: Available in Tier 1. Costs 1 less Mana.
  • (20) Copy Cat: Stolen cards have +6 levels. Costs 1 more Mana.
  • Recall
  • (10) Medivac: Heal increased by 75%
  • (20) Rally: Recalled minions receive a 35% haste for 4 seconds
  • Magelings
  • (10) Last Strike: Dying Magelings cast an Arcane Missile, dealing 312% of their damage to a nearby enemy.
  • (20) Extra Staffed: Summons a third Mageling. Costs 5 Mana.
  • Orc
  • (10)Thick Skin: Health increased by 30%.
  • (20) Conscript : Mana cost reduced by 1.
  • Fireball
  • (10) Scorched: Fireball’s impact leaves a burning patch that deals 60% of its original damage over 3 seconds.
  • (20) Slowball: Deals 40% more damage but travels 52% slower. Knockback is increased.


[h3]Rune Levels and Rune Essence changes[/h3]
  • Runes now have 5 levels.


[h3]New Card Levels[/h3]
  • All cards can now be upgraded to a new max level of 40.
  • Bug Fixes and Improvements
  • Removal of the Main Quest feature.
  • The Shop has gotten a makeover!
  • New Mystery chests can now be found in the store.
  • Meteor’s Death From Above Rune now displays the amount of mana gained from killing enemy minions.
  • Various performance improvements.
  • Enchant button is now bound to the ‘1’ key.
  • Fixed a bug that sometimes caused the Event screen to overlap with the Duel screen.
  • Bloomlings start spawning sooner after being cast.
  • Bounty Quests card type should now populate correctly.