Season 29 Update
Runes have been reorganized with several Runes changing which rank they are in. Corrupt, Empower Warriors, and Empower Spells return, replacing Charge, Fortify, and Berserk.
New rewards for fully leveling all the Runes in a Rank:
New Card Added:
Added to Prestige Tiers:
Added to Legend Tier
Will unlock at Tier 7
The Harbinger is a powerful titan that can absorb the souls of nearby enemy units while attacking large areas of the battlefield. To summon the Harbinger, the Obelisk placed when playing the spell must absorb enough souls from nearby dying enemy units. The value of the soul is based on the cost to summon the original unit but the farther the enemy when it dies, the less valuable the soul becomes.
Increased Health from 320 to 350 (+9%)
The Archer often falls off as the best ranged choice in the later tiers so we’re giving it a small health boost to give it some more staying power, even against some of the higher tier warriors.
Decreased Health from 1500 to 1200 (-20%)
The Mana Cannon can do some serious damage for how tanky it is. We’re decreasing its health to allow some more spell and ranged counter-play against it.
Increased Spawn Count from 2 to 3 (+50%)
Decreased Health from 1880 to 1600 (-15%)
The Mortar Guard’s biggest weakness is finding just the right position on the battlefield to inflict the most damage. We’re giving it an extra unit per spawn so it’s more likely to find that perfect spot. We’re decreasing Health a bit to counter the extra unit.
Increased time between spawns from 1.4 to 1.6 seconds (+14%)
The explosive trickle of boars spawned from the Boar Den can be hard to push past, leading to a stalemate until it finishes. We’ve increased the time between spawns so there’s more time for troops to move between enemy boar spawns. This will decrease the number of total boars spawned from 28 to 24.
Decreased Spawn Count from 16 to 15 (-6%)
Gorgons are a strong frontline unit and the ability to spawn them anywhere has become key counter against many decks. We’re decreasing the spawn count a bit to balance them more with other spell options verses the opponent’s backline.
Increased Spawn Count from 12 to 18 (+50%)
Landmines now spawn in a more random pattern that covers a larger area. To keep the density roughly the same, more landmines will spawn with each cast.
Increased knockback area (+25%)
Increased Titan Knockback gained per level from 0.2% to 1% (+400%)
Tidal Wave was effective against troops but lost most of its pushing power against titans. Titan Knockback now scales much more with level so a high level Tidal Wave can even push back a Siege Brute to buy some extra time.