Punch costs 1 AP less to cast.
Punch gains the “Steals Health from the main target” effect.
In our view, Punch is a spell that should have an effect when cast on a target, not let you regenerate in your corner without hurting anyone.
Here you'll find the details of the adjustments made to profiles, summons, Demonic Rewards and maps.
New action
Discard — Cost 1 AP + 1/3 of the DR's cost — 1×/turn (player turn)
Condition: be on a Demon cell. Discard a revealed DR from the shop.
Punch costs 1 AP less to cast.
Punch gains the “Steals Health from the main target” effect.
In our view, Punch is a spell that should have an effect when cast on a target, not let you regenerate in your corner without hurting anyone.
Punch costs 1 AP less to cast.
Punch gains the “Steals 2 Kamas from the main target” effect.
Stealing 1 Kama really wasn't worth it.
Punch costs 1 AP less to cast.
Punch gains the “Pierces Armour” effect.
Gaining 1 AP after a Punch isn't great most of the time.
-3 injuries → +1 Range or -2 injuries.
+1 AP and +1 MP and or -2 injuries .
+1 AP or +1 MP or -2 injuries.
Number of copies reduced from 4 to 3.
As for the potions, several considerations led us to this result. First, the Bulbic and the Paoha were the best DR3s, picked every time. But we wanted more healing DRs, and there was no Range boost among the DR3s. So we decided to remove one Multi Slap and replace it with the Ghetto Raide, while changing the effects of the other two potions. They remain very strong, but less than before.
Lock. At the end of the turn, prevents adjacent opponents from activating their non-activated DRs (the effect lasts until the start of the next turn of the non-KO wearer of the Guard Set).
This set was the least useful of all because of its original wording. Hopefully this new wording will let it shine more on the board!
+1 max MP. This Krosmaster can't be Locked, Grabbed or affected by Perfect Block.
6 Kamas was expensive just to avoid being locked, and DRs are still short on mobility boosts, so this seemed logical to us.
Garlic Grab — Cost 2 AP — (2→4) Attracts 2.
We never understood why Attracts 1 and not Attracts 2 straight away. Honestly, for 6 Kamas it's well worth it.
Damage bonus applying to spells with Melee range, as well as to targets adjacent to the caster after movement effects are resolved.
You can now get the damage boost by casting the spell in Melee, or at range by attracting or charging the target, even if the range isn't Melee.
+5 max HP → +4 max HP.
+5 max HP was just too much.
Chaku — Cost 1 MP + 2 AP 1 AP — 1×/target — (1-6) -1 Neutral.
Hardly useful except in exceptional circumstances; with its AP cost reduced, we hope it will be ignored less.
Bomb (2) — Cost 3 AP 2 AP — (1×3) Puts an Earthbomb into play on the targeted free cell.
We took inspiration from Remington Smisse for this change, which lets even Level 1s unleash the full power of this DR!
Lava Cell: Impassable. Untargetable (even secondarily)
A unit can be moved by a Pushes, Attracts, Moves closer or Retreats effect over one or more Lava cells if the arrival cell is free: it then suffers 2 injuries. Teleportation spells work normally.
If the Lava cell is the main target of a spell, units adjacent to the Lava cell receive 1 injury.
Mine Cart: a Krosmaster standing on a Mine Cart gains the “Roll On!” spell, which lets them move 3 cells with the Mine Cart along the rails, up to the next junction, or until an impassable obstacle blocks the way, or until there are no more rails in the chosen direction. Krosmasters with the Unfazed power can be moved this way.
Roll On! — Cost 3 AP — (0) Moves the targeted Mine Cart 3 cells along the rails.
As long as no Unit is on an Ice Cube, it can be moved by spell effects, provided it stays on a Lake cell.