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  • Jul 10
  • 5 min read

We’re back with an end-of-the-week update, bringing you bug fixes and balance adjustments.

Patch Notes

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10 July 2026


⭐ = Community Suggestion



VISUAL & AUDIO UPDATES

  • Updated Starter Kit event picture


BUG FIXES

  • Fixed looped endless floor caused by saving and loading a run after reaching endless mode

  • Fixed re-rolling Rank B Specializations not removing some of the effects from the specialization. Affected heroes: Aria, Dragomir, Fiona, Gustav, Irini, Kai, Karsu, Niklas, Pimenta, Ratna, Reyna, Sal, Tilly, Yuuna.

  • Fixed re-rolling specializations not removing any effect after a run was reloaded.

  • Fixed Mushroom Tank insta-stunning instead of waiting for animation and made abilities VFX disappear on stun. A lot of the reports of Skorn's active ability not dealing damage is likely due to him being stunned not being clear enough

  • Various localization and text layout improvements


BALANCE CHANGES

By Aleco, Lead Game Designer on Guildrun

Guildrun’s latest patch included some major adjustments to the way that enemies in Endless Mode scaled up their stats, in addition to a number of balance adjustments which were specifically targeted at Endless Mode’s top-performing builds. Now that we’ve had a few days to gather data and analyze the impact of these changes, it's clear that further adjustments are necessary in order to get Endless Mode in the best spot possible.


The changes to Endless Mode stat scaling were successful at accomplishing our first two goals, but fell short on our third. The first few cycles of enemies did get a bit easier, and the scaling changes succeeded at bringing the top scores down from the 30s and 40s to the 20s and 30s. However, we weren’t as successful at equalizing the challenge level of the 3 fights. We went from a world where the Slimes were clearly the most difficult of the 3 fights to one where the Mushrooms took their spot.


Last patch’s balance changes were a solid step in the direction, but the data from the past few days is telling us that we need to take another one. The changes to Reyna Rush/Warrior comps and Skorn Stall comps didn’t impact the performance of these builds as much as we would have liked, so we’re following up with another round of changes today which target the top-end power of these builds. We’re also making some buffs to some of the lower performers in Endless Mode and Red Rift, with the hope that they’ll open up some new possibilities for players.


Endless Mode


  • 🔄Made a number of changes to better equalize the challenge level of the 3 fights, mainly targeted at lowering the difficulty of the Mushroom fight.

  • ⬆️Slightly raised the challenge level of the first few cycles.



Difficulty Adjustments


Challenge Fights:

  • Act 1

    • Improvidence

      • ⬆️Enemy healing: 2.5% of Max HP -> 3% of Max HP

Fight Events:

  • Act 1

    • Single Combat

      • ⬇️Slightly decreased difficulty.


Items


Item Changes:

  • Epic

    • ⬇️Golden Standard

      • Base Crit: 15 -> 0

    • ⬆️Rogue’s Cowl

      • Base Crit: 15 -> 25

    • ⬆️Executioner’s Blade

      • Base Crit: 45 -> 50

  • Rare

    • ⬇️Onyx Gem

      • Stealth duration: 5 -> 4

    • ⬇️Plague Amulet

      • Base Mana Regen: 8 -> 4

      • Base HP/S: 0 -> 10

    • ⬆️Toxic Contract

      • Poison Increase: 25% -> 33%



Heroes

  • Aria

    • ⬇️Base Stats

      • Starting Mana: 45 -> 40

    • ⬆️The Resplendent

      • Aria debuff bonus: 20% base + 10% per rank -> flat 50%.

  • Skorn

    • ⬇️The Bristleguard

      • Poison inflicted per Tank: 10 base + 10 per rank -> 8 base + 7 per rank

      • Defense gained per Tank: 8 base + 8 per rank -> 8 base + 7 per rank

    • ⬇️The Haughty

      • Notes: Last patch, I tried adjusting the base shields per Stall trigger instead of the Magic/Defense scaling per triggers, which was the wrong approach. This time I’m going to try bringing the base Shields per trigger back up a bit but lowering the stat scaling. The intent here is to maintain this spec’s viability in SSS/Red Rift while making it a bit less potent in deep Endless runs.

      • Base shields per Stall trigger: 5 -> 10

      • Magic and Defense scaling per Stall trigger: 20% -> 10%

  • Gustav

    • ⬇️The Investor

      • Notes: This spec has been Gustav’s most popular and top performing for quite some time. I’ve been trying to avoid big changes and have been making adjustments to the payout for a few patches, but these changes simply haven’t made enough of an impact.

      • Shard cost per investment: 2 -> 4

      • Payout: 25 -> 30

  • Reyna

    • Notes: Reyna is an interesting spot right now. She’s the centerpiece of the Rush/Warrior builds that consistently perform well in Endless Mode, but is struggling a bit in other modes like Red Rift. These changes are attempting to tone down on her top-end scaling while also raising her floor for RR.

    • 🔄Triple Threat (Active Ability)

      • Max auto attack damage boost: 1000% -> 500%

      • Attack scaling: 75% -> 100%

    • ⬆️The Boxer

      • Base damage per trigger: 100 -> 150

    • ⬆️The Brawler

      • Attack gained per Shields increment: 15 -> 12

  • Tilly

    • ⬆️Base Stats

      • + 25 Max HP

      • +1 Base Attack Damage

    • ⬇️The Elegant

      • Max Mana: 65 -> 75

      • Starting Mana: 20 -> 25

    • 🔄The Sharp

      • Notes: This spec has consistently appeared in high Endless Mode builds, where percent-based scaling is extremely valuable. With Crit already being a percentage multiplier to damage, I’m going to try adjusting this spec to amplify Crit less and the other stats more. The goal here is to make this spec a bit less potent in deep Endless runs, while maintaining its performance in other places.

      • Attack and Attack Speed per rank: 7% -> 10%

      • Crit per rank: 7% -> 5% 

  • Logan

    • 🔄The Iron

      • Notes: This spec is a key contributor to Rush/Warrior builds in top Endless Mode, providing a large flat bonus of Crit to be multiplied by other percent-based effects (such as Tilly’s Sharp spec). With there already being so many effects which provide Crit to Warriors, I’m going to try a slight rework to this spec in hopes that it opens up some new options for Warrior builds.

      • No longer provides 1 Crit per Rank per Rush Trigger.

      • Now provides 2 Defense per Rank per Rush Trigger.

      • Rush duration:  6 -> 8

  • Pimenta

    • ⬇️The Seasoned

      • Defense given per rank: 25 -> 20

  • Zuri

    • ⬆️The Cruel

      • -10 Max Mana

      • -10 Starting Mana

    • ⬇️The Bladedancer

      • Rush duration: 15 -> 10

      • Stall duration: 15 -> 20

  • Grace

    • ⬇️The Radiant

      • Notes: Last patch’s seemingly small adjustment had a much bigger impact on this spec’s winrate than expected! I’m making a small adjustment here in hopes that it lands somewhere in the middle of the last two patches.

      • Attack and Magic given: 5 base + 5 per rank -> 6 base + 4 per rank.

  • Kai

    • ⬇️The Intrepid

      • Defense reduced on Crit: 3 base + 1 per rank -> 2 base + 1 per rank

    • ⬆️The Unstoppable

      • Base Shield gain: 50% -> 60%

  • Rip

    • ⬇️The Brute

      • Base HP stolen per Crit: 5 -> 0

  • Funke

    • ⬆️Base stats

      • -10 Max Mana

      • -5 Starting Mana

    • ⬆️The Detonator

      • Burn ticks on cast: 8 base + 7 per rank -> 10 base + 10 per rank

  • Ratna

    • ⬆️The Magnanimous

      • Additional Starfall hits: 1 base + 1 per rank -> 2 base + 1 per rank

  • Niklas

    • ⬆️The Executive

      • Max Health scaling: 25% -> 33%

  • Sal

    • ⬆️Base Stats

      • +10 Starting Mana

    • ⬆️The Brisk

      • Frost inflicted per Crit: 1 base + 1 per rank -> 2 base + 1 per rank

  • Rowan

    • ⬆️The Protector

      • Max damage: 500% of Max HP -> 1000% of Max HP

      • Damage dealt as percent of shields: 50 base + 25 per rank -> 75 base + 25 per rank

  • Yuuna

    • ⬆️The Nightshade

      • Poison applied on Crit: 3 per rank -> 4 per rank

  • Pollen

    • ⬆️The Earth’s Child

      • Base Magic gained on acquire: 25 -> 40


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