Combat Balance Changes - Radiant Wilds Update - Version 31.000.1 - 13 April 2026
Abril 13, 2026
[13. April 2026] Combat Balance Changes - Radiant Wilds Update
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Combat Balance Changes - Radiant Wilds Update - Version 31.000.1 - April 13, 2026
Axes
Battle Rush’s cooldown has been reduced to help Axes keep up with enemy mobility in 1v1 situations, while also increasing uptime on its supportive buffs in group PvP.
Sky’s Fury has had its energy cost adjusted so that players can no longer get stuck mid-air due to running out of energy. Its damage per bolt has also been reduced, as it was dealing too much damage while limiting most enemy counterplay.
Arclight Blasters have been overperforming in both solo and small-scale PvP, so they’ve had some damage removed to promote equipment diversity.
Fear duration at all Vile Curse stack counts has been increased to allow Anguished Soul to operate better as a defensive tank or provide crowd control during small-scale burst windows.
Combustion now also fears all enemies within 4m of the initial target. The targeted enemy remains the only one with a trail, while feared mobs now run away at a lower speed.
Arctic Volley’s cooldown has been reduced to make it more reliably powerful, while its damage per volley has been reduced.
Polehammer has had its damage lowered significantly to reduce the strength of its poke-and-kite play pattern in solo PvP.
Holy Orb’s stand time has been reduced, making it feel more fluid to use and offering its caster greater mobility.
Guard Rune has been a dominant, universal defensive tool that answers a wide range of threats. It now covers more allies, but its resistance increase has been significantly reduced while preserving its strong anti-CC properties.
Quarterstaff has continued to overperform in solo PvP, so its damage has been reduced further to promote equipment diversity.
Tear Open’s Blood Pool now requires two Shift Charges to put more pressure on Shift Charge upkeep and reduce sustain.
Clarent Blade’s three-stack damage effect has been increased to help it find a place once again.
Counter has been significantly buffed to make it a more attractive option against opponents with telegraphed damage abilities.
Hush’s cooldown has been reduced to make it more reliable.
Dodge has had its mobility increased to incentivize switching to it in certain matchups.
Most of these changes are intended to shake up the 1v1 meta alongside the introduction of the 1v1 Arena.
Axes
Battle Rush’s cooldown has been reduced to help Axes keep up with enemy mobility in 1v1 situations, while also increasing uptime on its supportive buffs in group PvP.
- Battle Rush (all Axes)
- Cooldown: 20s → 18s
- Cooldown: 20s → 18s
- Relentless Assault (Crystal Reaper)
- Damage vs mobs: 95 → 86
- Damage vs mobs: 95 → 86
Sky’s Fury has had its energy cost adjusted so that players can no longer get stuck mid-air due to running out of energy. Its damage per bolt has also been reduced, as it was dealing too much damage while limiting most enemy counterplay.
- Sky's Fury (Skystrider Bow)
- Damage per bolt: 140 → 128
- Initial cast energy cost: 12 → 18
- Bolt energy cost: 3 → 0
- Damage per bolt: 140 → 128
Arclight Blasters have been overperforming in both solo and small-scale PvP, so they’ve had some damage removed to promote equipment diversity.
- Flickershots (Arclight Blasters)
- Damage per cast: 101 → 94
- Damage per cast: 101 → 94
- Vicious Barrage (Siegebow)
- Damage: 130 → 105
- Current health damage: 2.5% → 3%
- Damage: 130 → 105
Fear duration at all Vile Curse stack counts has been increased to allow Anguished Soul to operate better as a defensive tank or provide crowd control during small-scale burst windows.
- Anguished Soul (Demonic Staff)
- Fear duration at 0 stacks: 1s → 1.25s
- Fear duration at 1 stack: 1.25s → 1.5s
- Fear duration at 2 stack: 1.5s → 1.75s
- Fear duration at 3 stack: 1.75s → 2s
- Fear duration at 4 stack: 2s → 2.25s
- Fear duration at 0 stacks: 1s → 1.25s
Combustion now also fears all enemies within 4m of the initial target. The targeted enemy remains the only one with a trail, while feared mobs now run away at a lower speed.
- Combustion (Infernal Staff)
- Added: Initial fear hits enemies in a 4m AoE around the target
- Feared mobs no longer run as far
- Added: Initial fear hits enemies in a 4m AoE around the target
- Flaming Phoenix (Dawnsong)
- Instant damage: 225 → 200
- Instant damage: 225 → 200
- Spontaneous Combustion (Flamewalker Staff)
- Impact Damage: 189 → 178
- Impact Damage: 189 → 178
Arctic Volley’s cooldown has been reduced to make it more reliably powerful, while its damage per volley has been reduced.
- Arctic Volley (Arctic Staff)
- Cooldown: 15s → 12s
- Damage per tick: 90 → 76
- Energy cost per tick: 3 → 2
- Cooldown: 15s → 12s
Polehammer has had its damage lowered significantly to reduce the strength of its poke-and-kite play pattern in solo PvP.
- Groundbreaker (Polehammer)
- Damage: 77.7 → 46
- Damage: 77.7 → 46
Holy Orb’s stand time has been reduced, making it feel more fluid to use and offering its caster greater mobility.
- Holy Orb (all Holy Staffs)
- Stand time: 0.4s → 0.25s
- Stand time: 0.4s → 0.25s
Guard Rune has been a dominant, universal defensive tool that answers a wide range of threats. It now covers more allies, but its resistance increase has been significantly reduced while preserving its strong anti-CC properties.
- Guard Rune (all Maces)
- Players: 5 → 10
- Resistance: 0.2 → 0.06
- Players: 5 → 10
- Deep Leap (Mace)
- Damage: 180 → 203
- Damage: 180 → 203
Quarterstaff has continued to overperform in solo PvP, so its damage has been reduced further to promote equipment diversity.
- Vault Leap (Quarterstaff)
- Damage: 180 → 161
- Damage: 180 → 161
- Phantom Twin (Phantom Twinblade)
- First and second cast damage per tick: 41 → 46 (Total damage: 205 → 230)
- First and second cast damage per tick: 41 → 46 (Total damage: 205 → 230)
Tear Open’s Blood Pool now requires two Shift Charges to put more pressure on Shift Charge upkeep and reduce sustain.
- Tear Open (Bloodmoon Staff)
- Blood Pool now requires 2 Shift Charges
- Blood Pool now requires 2 Shift Charges
- Dawnbird Transformation (Lightcaller)
- No longer grants immunity to slow effects
- No longer grants immunity to slow effects
- Wild Onslaught (Primal Staff)
- Damage: 50 → 85
- Damage: 50 → 85
Clarent Blade’s three-stack damage effect has been increased to help it find a place once again.
- Crescent Slash (Clarent Blade)
- 3 stack damage: 160 → 170
- 3 stack damage: 160 → 170
- Fearless Strike (Carving Sword)
- Cooldown: 20s → 25s
- Cooldown: 20s → 25s
Counter has been significantly buffed to make it a more attractive option against opponents with telegraphed damage abilities.
- Counter (all War Gloves)
- Reflect percentage: 100% → 150%
- Reflect percentage: 100% → 150%
- Earth Crusher (Ravenstrike Cestus)
- 0 charge damage: 155 → 165
- 1 charge damage: 165 → 175
- 2 charge damage: 175 → 185
- 3 charge damage: 185 → 195
- 0 charge damage: 155 → 165
- Falcon Smash (Battle Bracers)
- Multicast time window: 2s → 3s
- Multicast time window: 2s → 3s
Hush’s cooldown has been reduced to make it more reliable.
- Hush (Demon Helmet)
- Cooldown: 30s → 25s
- Cooldown: 30s → 25s
Dodge has had its mobility increased to incentivize switching to it in certain matchups.
- Dodge (all Shoes)
- Movement speed buff duration: 4s → 5s
- Movement speed buff duration: 4s → 5s