Release Notes 1.9 Phobies Balancing

Hi Phobies Wranglers.

We wanted to tell you what balance updates we have done for the next release and comment on some units that are balanced but have perceptions that are not matching their stats and win rate KPI’s. We very much appreciate all the feedback and suggestions you have given, and we hope the changes listed below are received well by the community.

  • Akira

    • Increased ability lock from 1 turn to 2 turns. This allows the opponent to have more time to prepare for the power of the ability.
  • Badside Manners

    • Increased attack damage from 400 to 440.
  • Blondie

    • Increased attack damage from 700 to 750.
  • Bluelien

    • Increased ability cooldown from 1 to 2 turns to help reduce the number of pools it can have simultaneously.
  • Bogart

    • Increased move range from 1 to 2, which should allow for better targeting of opponents.
  • Boss

    • Decreased health from 2120 to 2000 and decreased ability basic dam from 300 to 275.
  • Charon

    • Increased damage from 325 to 350.
  • Cupcake

    • Added a 1 turn ability lock.
  • Fleshcrawler

    • Decreased ability cooldown from 2 to 1.
  • Gonzo Bonzo

    • Decreased damage buff from 300 to 250. The ability was overpowered when used with some other Phobies. This is a complicated unit to balance due to how it affects all other units, so your continued feedback is welcome.
  • Jackalopes (Flopsy, Mopsy, CottonTale, & Jackalope King)

    • Increased pack attack bonus from 100 to 125.
  • Jaws

    • Removed ability lock.
  • Lila

    • Increased move range from 1 to 2 and decreased health from 1800 to 1500 as it was underperforming compared to other trap units.
  • Mike Roscopic

    • Increased health from 850 to 900.
  • Minotaur

    • Increased damage from 400 to 425.
  • Misanthrope

    • Increased damage from 330 to 350.
  • Ogre

    • Increased rage damage from 300 to 350 and increased heart health condition from <=3000 to <=4000.
  • Oopsy Baby

    • Increased damage from 350 to 400.
  • Russel

    • Increased poison from 200 to 250.
  • Rusty

    • Decreased key cost from 2 to 1.
  • Smiley

    • Increased disease from 375 to 425.
  • Sparky

    • Increased damage from 375 to 400.
  • Speedola (Blue Speedola & Red Speedola)

    • Increased tag team damage buff from +100 to +200.
  • Tick

    • Increased move range from 1 to 2 as the low mobility makes the ability less effective.
  • Tiny Tim

    • Increased damage from 475 to 500.
  • Uni Corn

    • Decreased trap damage from 500 to 425.
  • Zappy

    • Increased health from 1800 to 1900.

We have been monitoring all the Phobies KPI’s and win rates, including the monsters players have mentioned, and will continue to monitor them over future releases. The win rates for these other Phobies (over thousands of games) show they are not unbalanced. This includes the Phobies below that were mentioned by you all in your feedback. We do not want to adjust these Phobies at this time as it will create new balance issues:

  • Alley Gator, Baby Snakey, Barzilla, Blast-0 Matic, BoMangles, Boofairy, Chuck, Clobster, Creep, Doctor Dermic, Doom Doom, Doughzer, Fetch, Finnigan, Fire Ant, Fowl, Ginsting, Heart Breaker, Heavo 2.0, Heavo 3.0, Hematic Ginsting, Hydra, Klepto, Leshy, Medibot, Mr Tramples, Noxious, Paddles, Pasgetti, Rambolina, Ray Chargels, Repeller, Slammer Head, Smother Mother, Snowball, Squiggles, Stabby, Temptress, Thunder Rocks, Zomboni.

For Bad Sushi, we are already aware of its issues, but making modifications will require more time, and possibly a rework. We are looking to rework this unit in our next major release.

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