PRE-SEASON 2 Update Notice : Part.1
Greetings from the Warhaven team!
Today we would like to introduce to you the PRE-SEASON 2 update content that will go live on 12/13 (Wed) at 8:00 PM PST.
[previewyoutube][/previewyoutube]
[h2]▣ New Character[/h2]
Introducing our newest soldier, [color]Claw[/color]!
Claw is a veteran soldier who poisons his enemies and overwhelms them with aerial combo attacks.
[previewyoutube][/previewyoutube]

1) Obtaining Claw
- Play Claw for free after completing the "Win 5 Matches" quest by clicking the button on his barracks profile. [Barracks > Claw > Start Quest]
: Quest progression only counts after clicking on the [Barracks > Claw > Start Quest] button.
2) Skill Intro
- Basic Attacks
- Skill
* Practice Claw's skills through Advanced Training in the Boot Camp.
[h2]▣ Combat System[/h2]
- Basic Attack Cancelling Added
: Players can cancel out of a basic attack by blocking before the attack lands.
: Attacks cannot be canceled repeatedly.
: Applies to [Blade, Spike, Warhammer, Guardian, Hush, and Claw].
- Superior Block Changes
: Upon successfully blocking an attack with a Superior Block, the attacker will be staggered for a long time, guaranteeing a counterattack.
: Applies to [Blade, Spike, Warhammer, Guardian, Hush, and Claw].
: Make a basic attack immediately after a successful Superior Block to attack faster than normal. This does not apply to mouse wheel down attacks, such as vertical attacks.
- Immortals
: Immortals cannot cancel their attacks.
: Immortal basic attacks are not subject to a long stagger, even when blocked by a Superior Block.
: Immortals who block an enemy attack with a Superior Block can not combo into a faster basic attack afterwards.
[h2]▣ Ranked Battles[/h2]
- Rewards will be granted based on the PRE-SEASON 1 rankings.
: Rewards are based on the final account rank before the end of the season.
: Players receive 10 copies of each consumable bound outfit emblem awarded per rank.
: Players much reach Gold rank or higher to receive rewards, and will receive rewards for all ranks below the ones they've achieved.
: Please check the guide on bound emblems for information on how to use emblems earned as rewards.

- Ranked Battles will pause at the start of PRE-SEASON 2, and resume with added improvements based on how the season progresses.
[h2]▣ Statistics[/h2]
- View play records from your profile in the lobby.
: Account Info: Win Rate, KDA, Preferred Character, Relic Stone Usage Rate
: Character Information: Playtime, Kills per Life, Resurrections per Life
- Only match records after the PRE-SEASON 2 update will be reflected.

[h2]▣ 12 vs. 12 Team Deathmatch[/h2]
A 12 vs. 12 Team Deathmatch mode has been added!
- Incarnations are disabled.
- Enjoy the new mode in 'Hwara' and 'Moshabarg.'
[h2]▣ Characters[/h2]
[h3]■ General[/h3]
- Character movement speed will no longer be slowed when spinning the camera direction while moving.
- Dash distance to the left, right, and backwards is now the same as the forward dash.
- Blocks can by used by holding right-click during an emote.
- Cannon attacks can be blocked regardless of the direction the character faces, even when taking a direct hit or only area damage.
- The camera no longer automatically spins in the direction the character faces while raising a foothold's capture flag.
[h3]■ Spike[/h3]
- Addressed instances of being able to deal damage in a wide area by quickly turning the camera after making a successful attack.
: The hit box time of all attacks is now shorter.
> Attack animations have been adjusted based on this new hit box time.
- The attacker is no longer staggered for a short time upon landing an attack.
: Instead, the attacker's stagger duration after all attacks is now longer.
- Damage and stagger duration from the second target on are greatly decreased after successfully landing an attack on two or more targets at once.
: Basic damage has been reduced by 80%.
> Stats may differ based on each skill.
> Since damage will be reduced by 80%, it is possible for the attacker to deal 0 damage.
: Trauma will not be reduced.
: Stagger duration has been set to 0.5s across the board, and targets will be able to move after being hit.
: (Example) 'Unblockable Impale' deals 160 damage and staggers the target for 1.3s.
> The second target hit by this skill will have the following effects:
1) 32 Damage
2) 0.5s Stagger Duration (Can Move)
: Not applied to 'Spear Parry Break.'
- 'Impale' and 'Sprint Attacks' will now be able to hit close targets more easily.
[h3]■ Guardian[/h3]
- The hit box of 'Shield Wall' will now attack enemies within a set distance, centered on Guardian's position.
: Previously, it checked the area near the shield and Guardian separately.
: We intend to minimize any impact on the effectiveness of the skill caused by the change made to the skill's internal function.
[h3]■ Smoke[/h3]
- When immobilized by Hoet's attacks, Smoke will no longer be able to teleport by using 'Smoke Clone.'
[h3]■ Hush[/h3]
- The hit box range for 'Thrust' has been adjusted to make easier to hit with.
[h3]■ Bard[/h3]
- The Resilience icon has been improved.
: The icon changes based on the Resilience level. The gauge will be easier to see for each level.
- Bard can now see the Resilience on nearby allies.
[h3]■ Hoet[/h3]
-The effect inflicted on enemies when they attack Hoet when he is using 'Immunity' without breaking his shield has been adjusted.
[h2]▣ Perks[/h2]
Certain perks have been changed or replaced with new ones.
- Blade / Slot 2
- Spike / Slot 2
-Warhammer / Slot 2
- Guardian / Slot 1
- Guardian / Slot 2
- Hush / Slot 1
-Hush / Slot 2
- Smoke / Slot 1
- Smoke / Slot 2
[h2]▣ Game Modes[/h2]
[h3]■ Dominion[/h3]
- Gella
: The Siegebringers that spawn near each team's territory are locked to each team.
[h3]■ Onslaught[/h3]
- Moshabarg
: Removed 1 defensive ballista.
- When fighting on the central frontline position while there is little time left, one team will lose the moment the front line is pushed back.
[h3]■ Arms Race[/h3]
- Hwara
: Fixed instances of not being able to summon Relics at certain points along the escort route in the direction of the Mara totems.
- The War Machine's escort range has been increased by 50%.
- When an equal amount of players from both teams are around the War Machine, Overtime will no longer count down.
- The War Machine icon will be visible on the mini-map.
- When a War Machine reaches a bombardment position, the bombardment progress will be visible on the War Machine icon.
[h3]■ Team Deathmatch[/h3]
- Sihan
: The rubble placed on the 2nd floor has been reduced to allow greater freedom of movement.

- When victory or defeat comes down to team kills, the name of the player that got the last hit will be shown.
: The winning team will also show the name of the player who got hit.
[h3]■ Reclamation[/h3]
- Overtime will now begin if the Divine Stone isn't in its default position within the time limit.
: When the teams have different scores, the losing team will enter Overtime.
: When the teams have the same score, both teams will enter Overtime.
- Overtime counts down in the following situations:
: When the teams have different scores.
> The losing team's Overtime counts down when the Divine Stone is on the ground.
: When the teams have the same score.
> The team that does not control the Divine Stone will have their Overtime count down.
- Overtime won't count down in the following situations:
: When the teams have different scores.
> When the losing team controls the Divine Stone.
: When the teams have the same score.
> When the Divine Stone is on the ground. The Divine Stone's position will be emphasized with a pulsing icon.
- When the Divine Stone is within 15m of the player as it is being transported, the distance to the stone will display on its icon.
- Various pop-up messages related to the Divine Stone will now be differentiated with each team's color.
- When a victory or defeat is determined, the moment of the Divine Stone's capture will be shown in slow motion.
[h3]■ General[/h3]
- The invincibility time after reviving at the respawn point has been changed. (3.5s → 5.5s)
- The attack disabled time after reviving at the respawn point has been changed. (0.8s → 0.1s)
- When a foothold is unlocked because the timer reaches 0, it will be able to be captured immediately by interacting with it.
- A warning message will display when a Squad Respawn fails due to insufficient Squad Respawn Emblems.
- The gauge that shows the remaining time until the next respawn after a respawn will be more easily visible.
- The mini-map can be zoomed into.
: This feature is controlled with Caps Lock or the M key. (Mouse and Keyboard)
: The controls and the minimap zoom location can be changed through the game settings.
- When players are on standby, the only restricted area warnings that will display are those flag areas where movement is limited.
- A pop-up window guiding players to update their graphics card or create a CS ticket will display when the game is relaunched after crashing due to a GPU crash.
[h2]▣ Relics[/h2]
[h3]■ Barricade[/h3]
- A new relic has been added, the Barricade.
: Like the Squad Scarecrow, it can be placed freely in applicable areas.
: The Barricade is a placed structure that can hinder character movement.
> Consumes 1 Relic Stone upon being summoned.
> 1 Barricade can be summoned per squad.

[h3]■ Recall Gem[/h3]
- The process of using Recall Gems has been simplified and improved.
: Recall Gems can be used without being summoned.
: Using a Recall Gem to move to the position of a squad member doesn't consume any Squad Respawn Emblems.
: Recall Gem can be used to instantly move to a target you can respawn to, such as a Respawn Foothold or a squad member.
> The character's status (HP and skill gauges) will no longer be reset, as was previously the case.
[h3]■ General[/h3]
- When summoning Designated Relics, any relic platforms that do not have Relic Stones inserted can now be easily destroyed.
: Their original durability will be restored if even 1 Relic Stone has been added.
- A max duration will be applied to the following Autonomous Relics:
: Squad Scarecrow
: Barricade
- The durability and duration of Autonomous Relics can now be viewed by approaching them.
- The locations of the following relics will be marked on the minimap:
: Squad Scarecrow
: Respawn Tent
: Ice Stone
: Ignition Stone
- The relic icon displayed when a relic is being transported by a squad member has been changed from green to blue
- When entering a locked foothold while holding an Ice or Ignition Stone, a message will now display with the reason why the relic won't activate.
[h2]▣ Mountable Equipment[/h2]
[h3]■ General[/h3]
- When automatically dismounted, characters will be placed further away than before.
- The character's defense will decrease by 20% when mounted on a piece of equipment, making them vulnerable to attacks.
: A tooltip highlighting the defense decrease will display upon death or when taking damage while mounted.
[h3]■ Cannons[/h3]
- The object collision from the side partition of the cannon's seat has been removed to make it easier to attack the controller.
- The cannon's damage and specifications have been changed.
[color]I Dev Note: weapons like cannons that deal area damage are necessary for an organic ebb and flow of military strength, but it's also true that those hit by cannon fire feel powerless. We aim to maintain the cannon's effectiveness but decrease its attack speed to address some of the negative impacts of the cannon's area damage.[/color]
: Common
> All cannon balls will now deal damage twice with a single hit.
> The max damage of a reflected cannon ball has been decreased. (200 → 100)
> The max Trauma damage of a reflected cannon ball has been decreased. (80 → 50)
> The max damage to structures from a reflected cannon ball has been decreased. (1250 → 450)
: Podden Dominion
> Max basic damage has been decreased. (450 → 200)
> Max Trauma damage has been decreased. (200 → 125)
> The max damage to structures has been decreased. (3500 → 450)
> The damage reduction for being far from the epicenter of the explosion has been increased.
> The cooldown time has been increased. (15s → 20s)
: Sihan Dominion
> Max basic damage has been decreased. (450 → 200)
> Max Trauma damage has been decreased. (300 → 175)
> The max damage to structures has been decreased. (3500 → 450)
> The damage reduction for being far from the epicenter of the explosion has been increased.
> The cooldown time has been increased. (15s → 20s)
[h3]■ Signal Stations[/h3]
- The outline of the Signal Station will change based on if an ally or enemy controls it.
- A tooltip saying that bombardment damage can be blocked will display upon dying to a Scattershot bombardment.
- Characters that take damage from the Scattershot will now audibly alert allies of the danger.
- Battle Points earned with Scattershot bombardments will now be distributed to allies in the same way as cannons.
- The Signal Station's damage and specifications have been changed.
: Hwara Arms Race
> Armor-piercing basic damage has been decreased by about 13%.
> Armor-piercing Trauma damage has been decreased by about 13%.
> Structure damage has been decreased. (600 → 450)
> The cooldown time has been increased. (18s → 20s)
[h3]▶PRE-SEASON 2 Update Notice : Part. 2[/h3]
Today we would like to introduce to you the PRE-SEASON 2 update content that will go live on 12/13 (Wed) at 8:00 PM PST.
[previewyoutube][/previewyoutube]
[h2]▣ New Character[/h2]
Introducing our newest soldier, [color]Claw[/color]!
Claw is a veteran soldier who poisons his enemies and overwhelms them with aerial combo attacks.
[previewyoutube][/previewyoutube]

1) Obtaining Claw
- Play Claw for free after completing the "Win 5 Matches" quest by clicking the button on his barracks profile. [Barracks > Claw > Start Quest]
: Quest progression only counts after clicking on the [Barracks > Claw > Start Quest] button.
2) Skill Intro
- Basic Attacks
Horizontal Attack
Attack by swinging your weapon horizontally.
Thrust
Stab forward with your weapon. Ignores guard-breaking attacks.
Sprint Attack
Make a forward strike while sprinting.
Spinning Claw
Swing the war claw in midair. Deals more damage than a basic attack, but beware being attacked while in the air.
- Skill
Soldier's Fortune
Obtain one of three possible buff effects, Explosive Poison (40%), Razor Wind (40%), or Combat Rations (20%), based on their individual probability.
Soldier's Fortune: Explosive Poison
Coat the war claw with a poison. Poisoned enemies take damage after a set duration.
Soldier's Fortune: Razor Wind
Obtain the 'Razor Wind' buff for a set duration. Activate Razor Wind by attacking with 'Air Slash', which can be used by hitting an enemy with 'Spinning Claw', 'Hurricane Kick,' or 'Blitz'. While the Razor Wind effect is active, Claw can combo attacks, skills, and dashes while in the air.
Soldier's Fortune: Combat Rations
Recover HP by eating a combat ration.
Blitz
Make a charging attack. Can be used immediately after a block. Can also be used immediately during 'Razor Wind' or from an air dash.
Hurricane Kick
Break the enemy's guard and deal damage in an area.
Dash
Quickly dash to the left, right, or backwards.
Aerial Combatant
Taking damage while in the air does not deal additional damage.
* Practice Claw's skills through Advanced Training in the Boot Camp.
[h2]▣ Combat System[/h2]
- Basic Attack Cancelling Added
: Players can cancel out of a basic attack by blocking before the attack lands.
: Attacks cannot be canceled repeatedly.
: Applies to [Blade, Spike, Warhammer, Guardian, Hush, and Claw].
- Superior Block Changes
: Upon successfully blocking an attack with a Superior Block, the attacker will be staggered for a long time, guaranteeing a counterattack.
: Applies to [Blade, Spike, Warhammer, Guardian, Hush, and Claw].
: Make a basic attack immediately after a successful Superior Block to attack faster than normal. This does not apply to mouse wheel down attacks, such as vertical attacks.
- Immortals
: Immortals cannot cancel their attacks.
: Immortal basic attacks are not subject to a long stagger, even when blocked by a Superior Block.
: Immortals who block an enemy attack with a Superior Block can not combo into a faster basic attack afterwards.
[h2]▣ Ranked Battles[/h2]
- Rewards will be granted based on the PRE-SEASON 1 rankings.
: Rewards are based on the final account rank before the end of the season.
: Players receive 10 copies of each consumable bound outfit emblem awarded per rank.
: Players much reach Gold rank or higher to receive rewards, and will receive rewards for all ranks below the ones they've achieved.
: Please check the guide on bound emblems for information on how to use emblems earned as rewards.

- Ranked Battles will pause at the start of PRE-SEASON 2, and resume with added improvements based on how the season progresses.
[h2]▣ Statistics[/h2]
- View play records from your profile in the lobby.
: Account Info: Win Rate, KDA, Preferred Character, Relic Stone Usage Rate
: Character Information: Playtime, Kills per Life, Resurrections per Life
- Only match records after the PRE-SEASON 2 update will be reflected.


[h2]▣ 12 vs. 12 Team Deathmatch[/h2]
A 12 vs. 12 Team Deathmatch mode has been added!
- Incarnations are disabled.
- Enjoy the new mode in 'Hwara' and 'Moshabarg.'
[h2]▣ Characters[/h2]
[h3]■ General[/h3]
- Character movement speed will no longer be slowed when spinning the camera direction while moving.
- Dash distance to the left, right, and backwards is now the same as the forward dash.
- Blocks can by used by holding right-click during an emote.
- Cannon attacks can be blocked regardless of the direction the character faces, even when taking a direct hit or only area damage.
- The camera no longer automatically spins in the direction the character faces while raising a foothold's capture flag.
[h3]■ Spike[/h3]
- Addressed instances of being able to deal damage in a wide area by quickly turning the camera after making a successful attack.
: The hit box time of all attacks is now shorter.
> Attack animations have been adjusted based on this new hit box time.
- The attacker is no longer staggered for a short time upon landing an attack.
: Instead, the attacker's stagger duration after all attacks is now longer.
- Damage and stagger duration from the second target on are greatly decreased after successfully landing an attack on two or more targets at once.
: Basic damage has been reduced by 80%.
> Stats may differ based on each skill.
> Since damage will be reduced by 80%, it is possible for the attacker to deal 0 damage.
: Trauma will not be reduced.
: Stagger duration has been set to 0.5s across the board, and targets will be able to move after being hit.
: (Example) 'Unblockable Impale' deals 160 damage and staggers the target for 1.3s.
> The second target hit by this skill will have the following effects:
1) 32 Damage
2) 0.5s Stagger Duration (Can Move)
: Not applied to 'Spear Parry Break.'
- 'Impale' and 'Sprint Attacks' will now be able to hit close targets more easily.
[h3]■ Guardian[/h3]
- The hit box of 'Shield Wall' will now attack enemies within a set distance, centered on Guardian's position.
: Previously, it checked the area near the shield and Guardian separately.
: We intend to minimize any impact on the effectiveness of the skill caused by the change made to the skill's internal function.
[h3]■ Smoke[/h3]
- When immobilized by Hoet's attacks, Smoke will no longer be able to teleport by using 'Smoke Clone.'
[h3]■ Hush[/h3]
- The hit box range for 'Thrust' has been adjusted to make easier to hit with.
[h3]■ Bard[/h3]
- The Resilience icon has been improved.
: The icon changes based on the Resilience level. The gauge will be easier to see for each level.
- Bard can now see the Resilience on nearby allies.
[h3]■ Hoet[/h3]
-The effect inflicted on enemies when they attack Hoet when he is using 'Immunity' without breaking his shield has been adjusted.
[h2]▣ Perks[/h2]
Certain perks have been changed or replaced with new ones.
- Blade / Slot 2
Previous
Updated
Robust Ox Slash
: Increased Ox Slash movement distance.
: Increased Ox Slash movement distance.
(Updated) Robust Ox Slash
: Increased Ox Slash movement distance.
Specific Changes
: Speed decreased by 17% and movement distance decreased.
: Increased Ox Slash movement distance.
Specific Changes
: Speed decreased by 17% and movement distance decreased.
Energy Reserve
: Dash cooldown resets when an Exhaustion Warning appears.
: Dash cooldown resets when an Exhaustion Warning appears.
(Updated) Energy Reserve
: Dash cooldown resets when an Exhaustion Warning appears and basic attacks deal +70% damage for 2s.
: Dash cooldown resets when an Exhaustion Warning appears and basic attacks deal +70% damage for 2s.
(Removed) Second Wind
: +50% damage for 5s when an Exhaustion Warning appears.
: +50% damage for 5s when an Exhaustion Warning appears.
(New) Critical Vertical Attack
: +10% Vertical Attack Damage
: +10% Vertical Attack Damage
- Spike / Slot 2
Previous
Updated
(Removed) Improved Dash
: -4s cooldown time for Spear Parry when attacked while dashing.
: -4s cooldown time for Spear Parry when attacked while dashing.
(New) Improved Impale
: Resets Impale cooldown upon killing a target with Impale.
: Resets Impale cooldown upon killing a target with Impale.
Agile Spear Combo
: -3s cooldown for each successful Spear Combo hit.
: Recover 50% HP upon killing a target with Spear Combo.
: -3s cooldown for each successful Spear Combo hit.
: Recover 50% HP upon killing a target with Spear Combo.
(Updated) Agile Spear Combo
: -3s cooldown for each successful Spear Combo hit.
: Recover 17% HP for each Spear Combo hit.
: -3s cooldown for each successful Spear Combo hit.
: Recover 17% HP for each Spear Combo hit.
Agile Spear Parry
: -4s Spear Parry cooldown when used unsuccessfully.
: -4s Spear Parry cooldown when used unsuccessfully.
(Updated) Agile Spear Parry
: -6s Spear Parry cooldown when used unsuccessfully.
: -6s Spear Parry cooldown when used unsuccessfully.
-Warhammer / Slot 2
Previous
Updated
Agile Ground Slam
: -4s cooldown upon hitting 2 or more targets with Ground Slam.
: -4s cooldown upon hitting 2 or more targets with Ground Slam.
(Updated) Agile Ground Slam
: -3s cooldown for each target hit by Ground Slam hit, up to 3 times.
: -3s cooldown for each target hit by Ground Slam hit, up to 3 times.
(Removed) Enhanced Dash
: 50% less damage taken during a dash.
: 50% less damage taken during a dash.
(New) Dash Combo
: Attack with a fully charged Hammer Blow when comboed from a dash.
: Attack with a fully charged Hammer Blow when comboed from a dash.
- Guardian / Slot 1
Previous
Updated
Enhanced Shield Wall
: Recover 30 HP per enemy that was dealt damage from Shield Wall, up to 5 targets.
: -1s Shield Charge cooldown for each successful block with Shield Wall.
: Recover 30 HP per enemy that was dealt damage from Shield Wall, up to 5 targets.
: -1s Shield Charge cooldown for each successful block with Shield Wall.
(Updated) Enhanced Shield Wall
: Recover 20 HP per enemy that was dealt damage from Shield Wall, up to 5 targets.
: -1s Shield Charge cooldown for each successful block with Shield Wall.
: Recover 20 HP per enemy that was dealt damage from Shield Wall, up to 5 targets.
: -1s Shield Charge cooldown for each successful block with Shield Wall.
- Guardian / Slot 2
Previous
Updated
(Removed) Robust Shield Charge
: +0.6s Shield Charge charging time.
: +0.6s Shield Charge charging time.
(New) Guard Break Resistance
: Recover 45 HP when your guard is broken while blocking or during Shield Charge.
: Recover 45 HP when your guard is broken while blocking or during Shield Charge.
- Hush / Slot 1
Previous
Updated
Basic Ability Boost
: Recover all Trauma upon killing an enemy with Scorpion Tail.
: +50% body damage and +30% head damage to basic attacks when Focus Gauge is at Lv. 2+.
: +20% movement speed to the left, right, and backwards when Focus Gauge is at Lv. 2+.
: Recover all Trauma upon killing an enemy with Scorpion Tail.
: +50% body damage and +30% head damage to basic attacks when Focus Gauge is at Lv. 2+.
: +20% movement speed to the left, right, and backwards when Focus Gauge is at Lv. 2+.
(Updated) Basic Ability Boost
: Recover all Trauma upon killing an enemy with Scorpion Tail.
: +25% body damage and +15% head damage to basic attacks for each level on the Focus Gauge up to Lv. 2.
: 10% movement speed to the left, right, and backwards for each level on the Focus Gauge, up to Lv. 2.
: Recover all Trauma upon killing an enemy with Scorpion Tail.
: +25% body damage and +15% head damage to basic attacks for each level on the Focus Gauge up to Lv. 2.
: 10% movement speed to the left, right, and backwards for each level on the Focus Gauge, up to Lv. 2.
-Hush / Slot 2
Previous
Updated
Evasive Eagle Talon
: Ignore stagger effects and convert all damage from enemy thrusts to Trauma when hit during Eagle Talon.
Previously Applicable Thrusts
- Spike's basic attack and Impale.
- Smoke's basic attack.
- Darkgale's Great Harvest.
- Hush's thrust.
: Ignore stagger effects and convert all damage from enemy thrusts to Trauma when hit during Eagle Talon.
Previously Applicable Thrusts
- Spike's basic attack and Impale.
- Smoke's basic attack.
- Darkgale's Great Harvest.
- Hush's thrust.
(Updated) Evasive Eagle Talon
: Ignore stagger effects and convert all damage from enemy thrusts to Trauma when hit during Eagle Talon.
Newly Applicable Thrusts
- All of Spike's attacks, excluding Guard Break Parry.
- Smoke's basic attack.
- Darkgale's Great Harvest.
- Hush's thrust.
- Claw's thrust.
: Ignore stagger effects and convert all damage from enemy thrusts to Trauma when hit during Eagle Talon.
Newly Applicable Thrusts
- All of Spike's attacks, excluding Guard Break Parry.
- Smoke's basic attack.
- Darkgale's Great Harvest.
- Hush's thrust.
- Claw's thrust.
(Removed) Improved Eagle Talon
: Reset Scorpion Tail cooldown upon defeating an enemy with Eagle Talon.
: Reset Scorpion Tail cooldown upon defeating an enemy with Eagle Talon.
(New) Critical Eagle Talon
: +67% Eagle Talon armor-piercing damage.
: +67% Eagle Talon armor-piercing damage.
Sandstorm Recovery
: Recover all Trauma upon defeating an enemy with Sandstorm.
: Recover all Trauma upon defeating an enemy with Sandstorm.
(Updated) Sandstorm Recovery
: Recover 50% of Trauma when attacking an enemy with Sandstorm.
: Recover all Trauma upon defeating an enemy with Sandstorm.
: Recover 50% of Trauma when attacking an enemy with Sandstorm.
: Recover all Trauma upon defeating an enemy with Sandstorm.
- Smoke / Slot 1
Previous
Updated
(Delete) Agile Dash
: -5s dash cooldown.
: -5s dash cooldown.
(New) Enhanced Smoke Blast
: +20 Smoke Blast basic damage.
: -1s dash cooldown for each Smoke Blast hit, applied to up to 5 targets.
: +20 Smoke Blast basic damage.
: -1s dash cooldown for each Smoke Blast hit, applied to up to 5 targets.
Enhanced Smoke Clone
: +500 Smoke Clone HP
: +5s Smoke Clone movement time.
: 70% less damage taken during a teleport.
: +500 Smoke Clone HP
: +5s Smoke Clone movement time.
: 70% less damage taken during a teleport.
(Added) Enhanced Smoke Clone
: +500 Smoke Clone HP
: +5s Smoke Clone movement time.
: Become unstoppable and take 70% less damage during Smoke Clone wind up.
: 70% less damage taken during a teleport.
: +120 Smoke Clone healing. (480 total)
: +500 Smoke Clone HP
: +5s Smoke Clone movement time.
: Become unstoppable and take 70% less damage during Smoke Clone wind up.
: 70% less damage taken during a teleport.
: +120 Smoke Clone healing. (480 total)
- Smoke / Slot 2
Previous
Updated
(Removed) HP Recovery Boost
: -50% HP recovery delay time and +70% recovery rate when out of combat.
: -50% HP recovery delay time and +70% recovery rate when out of combat.
(New) Agile Smoke Clone
: Resets Smoke Clone cooldown upon resurrecting an ally.
: Resets Smoke Clone cooldown upon resurrecting an ally.
Agile Smoke Clone
: +30% Smoke Clone movement speed.
: +30% Smoke Clone movement speed.
(Name Change) Robust Smoke Clone
: +30% Smoke Clone movement speed.
: +30% Smoke Clone movement speed.
[h2]▣ Game Modes[/h2]
[h3]■ Dominion[/h3]
- Gella
: The Siegebringers that spawn near each team's territory are locked to each team.
[h3]■ Onslaught[/h3]
- Moshabarg
: Removed 1 defensive ballista.
- When fighting on the central frontline position while there is little time left, one team will lose the moment the front line is pushed back.
[h3]■ Arms Race[/h3]
- Hwara
: Fixed instances of not being able to summon Relics at certain points along the escort route in the direction of the Mara totems.
- The War Machine's escort range has been increased by 50%.
- When an equal amount of players from both teams are around the War Machine, Overtime will no longer count down.
- The War Machine icon will be visible on the mini-map.
- When a War Machine reaches a bombardment position, the bombardment progress will be visible on the War Machine icon.
[h3]■ Team Deathmatch[/h3]
- Sihan
: The rubble placed on the 2nd floor has been reduced to allow greater freedom of movement.

- When victory or defeat comes down to team kills, the name of the player that got the last hit will be shown.
: The winning team will also show the name of the player who got hit.
[h3]■ Reclamation[/h3]
- Overtime will now begin if the Divine Stone isn't in its default position within the time limit.
: When the teams have different scores, the losing team will enter Overtime.
: When the teams have the same score, both teams will enter Overtime.
- Overtime counts down in the following situations:
: When the teams have different scores.
> The losing team's Overtime counts down when the Divine Stone is on the ground.
: When the teams have the same score.
> The team that does not control the Divine Stone will have their Overtime count down.
- Overtime won't count down in the following situations:
: When the teams have different scores.
> When the losing team controls the Divine Stone.
: When the teams have the same score.
> When the Divine Stone is on the ground. The Divine Stone's position will be emphasized with a pulsing icon.
- When the Divine Stone is within 15m of the player as it is being transported, the distance to the stone will display on its icon.
- Various pop-up messages related to the Divine Stone will now be differentiated with each team's color.
- When a victory or defeat is determined, the moment of the Divine Stone's capture will be shown in slow motion.
[h3]■ General[/h3]
- The invincibility time after reviving at the respawn point has been changed. (3.5s → 5.5s)
- The attack disabled time after reviving at the respawn point has been changed. (0.8s → 0.1s)
- When a foothold is unlocked because the timer reaches 0, it will be able to be captured immediately by interacting with it.
- A warning message will display when a Squad Respawn fails due to insufficient Squad Respawn Emblems.
- The gauge that shows the remaining time until the next respawn after a respawn will be more easily visible.
- The mini-map can be zoomed into.
: This feature is controlled with Caps Lock or the M key. (Mouse and Keyboard)
: The controls and the minimap zoom location can be changed through the game settings.
- When players are on standby, the only restricted area warnings that will display are those flag areas where movement is limited.
- A pop-up window guiding players to update their graphics card or create a CS ticket will display when the game is relaunched after crashing due to a GPU crash.
[h2]▣ Relics[/h2]
[h3]■ Barricade[/h3]
- A new relic has been added, the Barricade.
: Like the Squad Scarecrow, it can be placed freely in applicable areas.
: The Barricade is a placed structure that can hinder character movement.
> Consumes 1 Relic Stone upon being summoned.
> 1 Barricade can be summoned per squad.

[h3]■ Recall Gem[/h3]
- The process of using Recall Gems has been simplified and improved.
: Recall Gems can be used without being summoned.
: Using a Recall Gem to move to the position of a squad member doesn't consume any Squad Respawn Emblems.
: Recall Gem can be used to instantly move to a target you can respawn to, such as a Respawn Foothold or a squad member.
> The character's status (HP and skill gauges) will no longer be reset, as was previously the case.
[h3]■ General[/h3]
- When summoning Designated Relics, any relic platforms that do not have Relic Stones inserted can now be easily destroyed.
: Their original durability will be restored if even 1 Relic Stone has been added.
- A max duration will be applied to the following Autonomous Relics:
: Squad Scarecrow
: Barricade
- The durability and duration of Autonomous Relics can now be viewed by approaching them.
- The locations of the following relics will be marked on the minimap:
: Squad Scarecrow
: Respawn Tent
: Ice Stone
: Ignition Stone
- The relic icon displayed when a relic is being transported by a squad member has been changed from green to blue
- When entering a locked foothold while holding an Ice or Ignition Stone, a message will now display with the reason why the relic won't activate.
[h2]▣ Mountable Equipment[/h2]
[h3]■ General[/h3]
- When automatically dismounted, characters will be placed further away than before.
- The character's defense will decrease by 20% when mounted on a piece of equipment, making them vulnerable to attacks.
: A tooltip highlighting the defense decrease will display upon death or when taking damage while mounted.
[h3]■ Cannons[/h3]
- The object collision from the side partition of the cannon's seat has been removed to make it easier to attack the controller.
- The cannon's damage and specifications have been changed.
[color]I Dev Note: weapons like cannons that deal area damage are necessary for an organic ebb and flow of military strength, but it's also true that those hit by cannon fire feel powerless. We aim to maintain the cannon's effectiveness but decrease its attack speed to address some of the negative impacts of the cannon's area damage.[/color]
: Common
> All cannon balls will now deal damage twice with a single hit.
> The max damage of a reflected cannon ball has been decreased. (200 → 100)
> The max Trauma damage of a reflected cannon ball has been decreased. (80 → 50)
> The max damage to structures from a reflected cannon ball has been decreased. (1250 → 450)
: Podden Dominion
> Max basic damage has been decreased. (450 → 200)
> Max Trauma damage has been decreased. (200 → 125)
> The max damage to structures has been decreased. (3500 → 450)
> The damage reduction for being far from the epicenter of the explosion has been increased.
> The cooldown time has been increased. (15s → 20s)
: Sihan Dominion
> Max basic damage has been decreased. (450 → 200)
> Max Trauma damage has been decreased. (300 → 175)
> The max damage to structures has been decreased. (3500 → 450)
> The damage reduction for being far from the epicenter of the explosion has been increased.
> The cooldown time has been increased. (15s → 20s)
[h3]■ Signal Stations[/h3]
- The outline of the Signal Station will change based on if an ally or enemy controls it.
- A tooltip saying that bombardment damage can be blocked will display upon dying to a Scattershot bombardment.
- Characters that take damage from the Scattershot will now audibly alert allies of the danger.
- Battle Points earned with Scattershot bombardments will now be distributed to allies in the same way as cannons.
- The Signal Station's damage and specifications have been changed.
: Hwara Arms Race
> Armor-piercing basic damage has been decreased by about 13%.
> Armor-piercing Trauma damage has been decreased by about 13%.
> Structure damage has been decreased. (600 → 450)
> The cooldown time has been increased. (18s → 20s)
[h3]▶PRE-SEASON 2 Update Notice : Part. 2[/h3]