【Hero Balance Adjustment Preview】
Dear Lords:
We plan to implement balance adjustments to the skill mechanisms of certain heroes in an upcoming version update.
The affected heroes and their respective adjustments are as follows.
Thank you for your feedback and support; we will continue to optimize the gaming experience.
Honor Guardian: Hector

Final Sentence:
100% chance to deal 174% skill damage 3 consecutive times to the enemy squad with the lowest troops; when Hector deals skill damage, there is a 35% chance to deal 174% physical damage to the enemy squad with the lowest troops and reduce its Defense by 100%, stackable up to 4 layers, lasting for 3 rounds.
↓ Each round, 100% chance to deal 174% skill damage 3 consecutive times to the enemy squad with the lowest troops; Hector gains a 50% Critical Hit trigger probability, and when dealing skill damage, there is a 35% chance to deal 174% physical damage to the enemy squad with the lowest troops and reduce its Defense by 100%, stackable up to 4 layers, lasting for 3 rounds.
Hannibal

Rearguard Protector:
Starting from the 4th round, damage taken by Hannibal is reduced by 80% and he gains a Taunt effect; this skill is triggered immediately when any allied squad's troop count falls below 50% for the first time.
↓ During battle, his own squad is immune to Disarm and damage taken is reduced by 40%; starting from the 4th round, Hannibal gains a Taunt effect and reduces damage dealt by all enemy squads by 40%; this skill is triggered immediately when any allied squad's troop count falls below 50% for the first time.
Crescent Tactics:
After a normal attack, there is an 80% chance to increase damage taken by our middle-row squad by 20%, while increasing damage dealt by our front-row and back-row squads by 50%, stackable up to 4 layers, lasting for 1 round.
↓ After a normal attack, there is an 80% chance to increase damage taken by his own squad and all enemy squads by 20%, stackable up to 10 layers, lasting until the end of the battle; simultaneously, the following effects are determined independently: 60% chance for all our squads to gain the Formation Break effect; 40% chance for all our squads to gain the Lucid effect; both last for 1 round.
Ashen Vanguard: Oliver

Ashen Oath:
After each normal attack, Oliver triggers different effects based on the unit type led. Archers: Increases own Attack and Defense by 150%, stackable up to 4 layers, lasting for 2 rounds, with a 65% chance to clear own negative statuses; Cavalry: Deals 278% physical damage to 2-3 random enemy squads and reduces their Attack and Defense by 150%, stackable up to 4 layers, lasting for 2 rounds, with a 65% chance to clear own negative statuses.
↓ After each normal attack, Oliver triggers different effects based on the unit type led. Archers: Increases own Attack and Defense by 150%, stackable up to 4 layers, lasting for 2 rounds, with a 65% chance to clear own negative statuses; Cavalry: Deals 278% skill damage to 2-3 random enemy squads and reduces their Attack and Defense by 150%, stackable up to 4 layers, lasting for 2 rounds, with a 65% chance to clear own negative statuses.
Phantom Blade: Oliver

Shadowless Traces:
After each normal attack, Oliver triggers different effects based on the unit type led. Archers: Increases own Attack and Defense by 180%, stackable up to 4 layers, lasting for 2 rounds, with a 65% chance to clear own negative statuses when casting a battle skill; Cavalry: Reduces the target's Attack and Defense by 150%, stackable up to 4 layers, lasting for 2 rounds, with a 65% chance to clear own negative statuses.
↓ After each normal attack, Oliver triggers different effects based on the unit type led. Archers: Increases own Attack and Defense by 180%, stackable up to 4 layers, lasting for 2 rounds, with a 65% chance to trigger a Devastating Blow and clear own negative statuses when casting a battle skill; Cavalry: Reduces the target's Attack and Defense by 150%, stackable up to 4 layers, lasting for 2 rounds, with a 65% chance to clear own negative statuses.
Serafina

Musket Brand:
When her own squad acts, it causes 1-3 random enemy squads to enter the Burning state, taking 213% Burning damage before their next action, and adds a Musket Mark: if a Musket Mark overlaps with a Dark Crossbow Mark, the troop recovery effect is reduced by 75% for 2 rounds.
↓ When her own squad acts, it causes 1-3 random enemy squads to enter the Burning state, taking 213% Burning damage before their next action, and adds a Musket Mark: if a Musket Mark overlaps with a Dark Crossbow Mark, it causes the Healing Prohibited state for 2 rounds.
Crimson Flame Curse:
When our Archer squad takes damage, the damage source enters the Crimson Flame state, increasing damage taken by 15%, stackable up to 4 layers, lasting for 1 round; simultaneously, there is a 50% chance to cause the Burning state, dealing 180% Burning damage before the next action, stackable up to 5 layers, lasting for 2 rounds.
↓ When our Archer squad takes damage, the damage source enters the Crimson Flame state, increasing damage taken by 20%, stackable up to 4 layers, lasting for 1 round; simultaneously, there is a 50% chance to cause the Burning state, dealing 180% Burning damage before the next action, stackable up to 5 layers, lasting for 2 rounds.
Helsingen

Black Flame Curse:
When our Archer squad takes damage, the damage source enters the Black Flame state, reducing damage dealt by 15%, stackable up to 4 layers, lasting for 1 round; simultaneously, there is a 50% chance to cause the Inflammable state, increasing Burning damage taken by 36%, stackable up to 5 layers, lasting for 2 rounds.
↓ When our Archer squad takes damage, the damage source enters the Black Flame state, reducing damage dealt by 20%, stackable up to 4 layers, lasting for 1 round; simultaneously, there is a 50% chance to cause the Inflammable state, increasing Burning damage taken by 60%, stackable up to 5 layers, lasting for 2 rounds.
Tolwin

Lightning Combo:
After a normal attack, there is a 100% chance to siphon 70% of the Attack from 2 random enemy squads and give it to our back-row squad, stackable up to 6 layers, lasting until the end of the battle; if the target has both Attack and Defense siphoned by Tolwin in the same round, the damage it takes this round is increased by 50%.
↓ After a normal attack, there is a 100% chance to siphon 70% of the Attack from 2 random enemy squads and give it to our back-row squad, stackable up to 6 layers, lasting until the end of the battle; if the target has both Attack and Defense siphoned by Tolwin in the same round, the damage it takes this round is increased by 100%.
Edge Diversion:
When our Cavalry squad begins preparing a skill, the front-row squad takes 30% less damage and gains a Taunt effect until the end of the round; every 2 times our Cavalry squad casts a battle skill, all our squads recover a certain amount of troops (Recovery Rate 100%); every 2 times our Cavalry squad casts an additional attack, the back-row squad's damage dealt is increased by 30% and it gains a Sure-Hit effect until the end of the round.
↓ When our Cavalry squad begins preparing a skill, the front-row squad takes 30% less damage and gains a Taunt effect until the end of the round; when our Cavalry squad casts an additional attack, the back-row squad's skill damage is increased by 50% and it gains a Sure-Hit effect, stackable up to 2 layers, lasting until the end of the round; every 2 times our Cavalry squad casts a battle skill, all our squads recover a certain amount of troops (Recovery Rate 100%).