Origins S6 Balancing Updates
A quick look at the upcoming (but not final) balancing updates for Origins S6
A couple of days ago, we held a Town Hall in Axie Discord discussing the latest balancing updates coming to Origins S6. We covered topics including the introduction of new starter axies to specific card updates. If you missed it, watch the replay below!
In this blog post, we’ve outlined all the upcoming card mechanics, and the updates to runes and charms in S6. Take note that these changes are NOT final. These will be deployed in the coming week which will allow the community to play and experience these changes first hand. Do not make financial decisions based on this update.
OK, let’s dive right in!
Game Mechanic Update
Pacing Changes
Shorter Turns (60s → 45s)
To promote dynamic decision-making and highlight player skill, we’ve reduced the time per turn from 60 seconds to 45 seconds. This adjustment aims to reward players for quick thinking, situational awareness, and mastery of their teams and the evolving meta landscape.
Faster Energy Bursts and Earlier Additional Cards
We’ve made Energy Bursts more accessible by reducing the Energy Fragments required by at least 20% across all levels.
Bonus Energy Fragment from Leftover Energy
By introducing a bonus Energy Fragment when ending your turn with leftover energy, we encourage players to strategically manage their resources during low-risk situations. This change adds an extra layer of decision-making to card usage.
Improved Animations
We’ve updated some of the longer animations to keep battles feeling snappy
Tool Card and Status Effect Updates
Minor Changes
Remove P2 Free Keep
In pursuit of balance, we’ve removed the free keep advantage that Player 2 used to enjoy. This change intends to provide Player 1 with a slight edge in consistency and Energy Fragment Economy, ensuring a more level playing field.
Cleanse/Cleanser/Dispel Adjustment
The batched application of these effects could at times result in over or under performance of the effects. It also became challenging to balance different Cards, Runes, and Charms because of the fixed nature of the amount of Status Effects removed. Individually handling each Status allows design to adjust effects with more flexibility and guarantees exact value to the users. This however comes at the cost of some amount of consistency when handling multiple Statuses.
2 Energy Cost Card Update
We’ve updated 2 Cost Energy Cards to provide better value, encouraging their use in various archetypes. This change aims to diversify card choices and create new strategic opportunities.
Goo Rework
Goo has been reworked to have Retain, this means that once it has been drawn, the player must decide to remove it somehow otherwise their hand will become clogged. This can be done by either paying 1 Energy Fragment or 1 Energy to Exile the Curse. Using the Goo without paying these costs results in it being discarded, forcing you to draw it again.
Plant Class Card Updates
Reptile Class Card Updates
Bird Class Card Updates
Feather (Dagger) Rework
Death by a thousand cuts (feathers) has been a QoL (quality of life) concern from players particularly when it comes to the time it takes to execute. As such Feather Daggers have been reworked with their ATK increased to 10 (was 5) and given <Ambush> as well. Effects that produce Feather Daggers have been adjusted accordingly, reducing their quantity with this change. The Feather Buff has also been adjusted such that whenever an allied Axie who has any Feathers attacks, all allied Axies who have Feathers gain Bonus DMG stacks. This will allow Feather teams to quickly ramp up their DMG.
Aqua Class Card Updates
Beast Class Card Updates
Deathmark Adjustment
Targets with Deathmark will now take Pure DMG from Attacks on top of the 12 (was 15) Bonus DMG per Energy Spent by their opponent on Attacks. Managing this Status Effect will be a key consideration in engagements involving heavy shields. This change should provide Deathmark with its own niche as well as counterplay against brick wall strategies.
Bleed Adjustment
The Bleed Status Effect will now only decrement on turns when the affected Axie doesn’t lose HP from Bleeding. In line with this, effects that apply Bleed have extended durations as well. This adjustment adds an element of strategy, requiring players to carefully consider their actions when dealing with Bleeding Axies.
Bug Class Card Updates
Runes & Charms Updates
Accessibility Changes
Mirror Charms
Mirror Charms have been introduced to allow players to fine-tune their decks by replacing cards from their team. These changes provide players with more flexibility in adapting their strategy. These Cards will belong to the Axie using the Charm.
Starter Axies Card Updates
New Starter Axies
Two new starter axies are coming to Lunacia. You’ll get to meet them real soon!
Lastly, take note that these updates are not final! They are also not yet live in-game. Stay tuned for more updates around the timing of this balancing patch, as well as the start date for Origins Season 6.
See you in the Arena!
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