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
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
Crystal Reaper has continued to overperform in PvE, so it has been adjusted to allow alternative options to compete.
  • Relentless Assault (Crystal Reaper)
    • Damage vs mobs: 95 → 86
Bows

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
Crossbows

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
Vicious Barrage has had part of its damage shifted into percentage health to reduce the effectiveness of multiple Siegebows hitting the same targets.
  • Vicious Barrage (Siegebow)
    • Damage: 130 → 105
    • Current health damage: 2.5% → 3%
Cursed Staffs

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
Fire Staffs

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
Flaming Phoenix’s instant damage has been reduced to lower its burst potential in large-scale fights.
  • Flaming Phoenix (Dawnsong)
    • Instant damage: 225 → 200
Flamewalker Staff has been overperforming in solo PvP and has had its impact damage reduced to promote equipment diversity.
  • Spontaneous Combustion (Flamewalker Staff)
    • Impact Damage: 189 → 178
Frost Staffs

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
Hammers

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
Holy Staffs

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
Maces

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
Deep Leap’s damage has been increased to promote solo and bruiser play.
  • Deep Leap (Mace)
    • Damage: 180 → 203
Quarterstaffs

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
Phantom Twin’s first and second casts have gained additional damage to reward keeping enemies within the areas.
  • Phantom Twin (Phantom Twinblade)
    • First and second cast damage per tick: 41 → 46 (Total damage: 205 → 230)
Shapeshifter Staffs

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
Lightcaller players in solo PvP have been too slippery, so their passive immunity to slow has been removed to offer opponents additional counterplay.
  • Dawnbird Transformation (Lightcaller)
    • No longer grants immunity to slow effects
Wild Onslaught has had its damage increased significantly to help Primal Staff players compete.
  • Wild Onslaught (Primal Staff)
    • Damage: 50 → 85
Swords

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
Carving Sword’s mobility has been reduced to promote equipment diversity in solo PvP content.
  • Fearless Strike (Carving Sword)
    • Cooldown: 20s → 25s
War Gloves

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%
Earth Crusher has had its damage increased to help it perform in large-scale combat.
  • Earth Crusher (Ravenstrike Cestus)
    • 0 charge damage: 155 → 165
    • 1 charge damage: 165 → 175
    • 2 charge damage: 175 → 185
    • 3 charge damage: 185 → 195
Falcon Smash has had its multicast time window increased to give players more time in the air to aim.
  • Falcon Smash (Battle Bracers)
    • Multicast time window: 2s → 3s
Helmets

Hush’s cooldown has been reduced to make it more reliable.
  • Hush (Demon Helmet)
    • Cooldown: 30s → 25s
Shoes

Dodge has had its mobility increased to incentivize switching to it in certain matchups.
  • Dodge (all Shoes)
    • Movement speed buff duration: 4s → 5s