Patch date: . Guide reviewed 2026-11-03. Historical changes can be superseded; use current definitions for a match today.
How this guide was prepared: AI-assisted analysis with a separate source-check pass against archived official notes. Practical decisions are reasoned suggestions, not player-tested results or measured win-rate evidence. A small hotfix receives a short guide rather than a reconstructed full build.
Original update sources
Recorded topics: Gameplay, Fixes. Dates refer to the update named in the notes; a mirrored post can be published later.
Recheck troopers and base approaches
What changed: Running troopers flinch from player damage only on headshots. Trooper resistance near base falls from 50% to 40%. The map adds statues for cover at Mid Lane entrances, moves Shrines away from back walls, extends Shrine low ground closer to the throne, redesigns cover in front of the throne, removes a tree at the Mid Lane entrance, and adjusts trooper nodes around the new statues.
How to adapt: Test approaches and trooper routes against the revised cover and node layout; do not assume the old pathing or near-base resistance still applies.
Separate Express Shot’s primary and non-primary damage
What changed: Express Shot’s Weapon Damage rises from 125% to 150%, while damage for non-primary gun damage, including alt fires and carbine, falls from 150% to 75%.
How to adapt: When evaluating Express Shot, test primary gun damage separately from alternate-fire or carbine damage; the primary increase does not mean every listed damage category increased.
Reassess item stats and fixes
What changed: Headshot Booster health falls from 65 to 40. Headhunter’s heal falls from 6% to 4% and bonus damage from 120 to 100; those effects now scale with spirit power at 0.014 and 0.3 respectively. Cultist Sacrifice bonus health falls from 275 to 250 and bonus duration from 170s to 160s. Frenzy’s active Spirit Resistance falls from 40% to 30%. Siphon Bullets’ steal per hit falls from 65 to 55 and Spirit Resistance from 12% to 10%; its cooldown is now consumed when Plated Armor blocks it. Spirit Rend’s two-stacks-without-cooldown issue is fixed.
How to adapt: Recheck choices that depended on these stats, and test Headhunter at relevant spirit-power levels rather than assuming its reduced base values tell the whole story. Treat Spirit Rend and Siphon Bullets’ changes as bug fixes, not new general bonuses.
Recalculate Decay and cooldown value
What changed: Decay’s cast-range spirit scaling falls from 0.13 to 0.1; damage falls from 2.5% to 2.4%, and damage spirit scaling from 0.00465 to 0.0038. Its cooldown increases from 30s to 36s, while Healing Reduction increases in magnitude from -35% to -40%. Superior Cooldown’s Cooldown Reduction falls from 27% to 26%.
How to adapt: Recheck Decay’s range, damage, and availability at your relevant spirit power, while accounting for its stronger Healing Reduction; compare Superior Cooldown using its revised 26% reduction.
Note melee growth and Breakable soul reporting
What changed: Melee damage growth per boon is reduced by 5%. Breakable souls are corrected to count as unsecured rather than secured souls, and receive their own category in the post-game Souls by Source graph instead of being bundled with Urn.
How to adapt: Factor the lower per-boon melee damage growth into expectations as boons accumulate, and use the separate post-game category to distinguish Breakable souls from Urn when reviewing soul sources.
Follow the affected decisions
- Cultist Sacrifice item reference
- Frenzy item reference
- Siphon Bullets item reference
- Headshot Booster item reference
- Headhunter item reference
- Spirit Rend item reference
- Superior Cooldown item reference
- Decay item reference
- Express Shot item reference
Verify your match build · How current recommendations are checked
Earlier and later records
Archive coverage currently ends 2026-10-30; sources last successfully checked 2026-11-01. A source check does not establish a post-patch win rate.