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Patch 0.40.13: Hold the Line patch hero art
v0.40.13

Patch 0.40.13: Hold the Line

The taunt walls stand their ground, and the command deck gets easier to read.

This patch is about the front line. Six Draw-Fire walls that folded too early get the health to actually hold, and Reckless finally splashes even in low-power fights. Around that, your command deck picks up a Void Chest history log, a ranked modal that opens to your league, and a picker that greys out ineligible Fighters instead of hiding them.

New

Look back at your recent Void Chest opens

Your daily Void Chest now keeps a record. Open the new history view from /play to look back at what your recent chests dropped, so you can see your run of luck at a glance without digging through your whole collection.

The ranked modal opens straight to your league

The ranked leaderboard modal now drops you onto your highest league instead of the top of the ladder, so you land where you actually stand. It also carries a season dropdown, so you can check any past season's final standings without leaving the modal.

Improved

Ineligible Fighters grey out instead of vanishing

When a ruleset or your ban rules leave some Fighters off the table, the picker used to just hide them, which made your collection look like it had holes. Now those Fighters stay in place but greyed out, so you can see your whole roster and understand exactly why a card cannot be picked this match.

Fixed

The Void Chest DONE button sits centered

After a Void Chest opening, the DONE button was sitting off-center compared to pack opening. It is centered now, so the ceremony closes out cleanly and matches how a pack finishes.

Balance

Six Draw-Fire walls finally hold

Taunt walls promise to pull the whole enemy team onto themselves, but six of our Draw-Fire walls were folding before that promise paid off. Each one gains health at max level, not armor, because a taunt wall soaks the entire enemy team including magic, and magic sails straight past armor. Mana and armor are untouched, so these walls hold longer without warping their cost.

Maelor, the Standing Tide

Maelor, the Standing Tide

Buff
  • Health 11 13

Maelor is a legendary water wall built to stand up front and eat the enemy turn, but at 11 health it was getting deleted before the tide it holds ever mattered. Two more points at max level let it survive the volley its taunt invites and hold the line it promises.

Bulkhead-Frame Custodian

Bulkhead-Frame Custodian

Buff
  • Health 9 11

Bulkhead is a wind bulwark whose whole job is to plant in front and soak, but 9 health cracked a beat too soon against a focused team. The extra health lets it hold through the opening exchange instead of breaking right as the fight starts.

Pride-Oath Bulwark

Pride-Oath Bulwark

Buff
  • Health 7 9

Pride-Oath is Light's answer to having plenty of sustain and little worth healing: a taunt wall that eats the enemy turn. At 7 health it died before that sustain mattered. The extra health keeps it standing long enough for the heals behind it to do their work.

Reef-Bastion Warden

Reef-Bastion Warden

Buff
  • Health 7 9

Reef-Bastion is a water breakwater meant to plate up and hold, but a taunt wall soaks the entire enemy team including the magic that sails past armor. Two more points of health shore up the side its plating cannot cover, so the breakwater actually breaks the wave.

Yrren, the Mossbearer

Yrren, the Mossbearer

Buff
  • Health 11 13

Yrren is a legendary earth wall that pulls fire onto itself up front, and at 11 health it folded a hit too early to justify the tempo it costs. The health bump lets it eat one more swing, which is the entire point of taunting in the first place.

Bulwark-Bloom Sentinel

Bulwark-Bloom Sentinel

Buff
  • Health 7 9

Bulwark-Bloom is an earthen taunt wall that trades offense for holding power, but 7 health did not back up the promise. Raising it to 9 lets it soak the team it draws fire from instead of popping on the opening exchange.

Reckless splashes even in low-power fights

Reckless deals half of any damage its bearer takes to an adjacent ally. In low-power matches almost every hit lands for 1 damage, and half of 1 rounded down is 0, so Reckless quietly did nothing in exactly the games where it should have mattered. It now always splashes at least 1 on any hit that draws real health, so the drawback stays consistent instead of vanishing on small hits. Larger hits are unchanged.

More front-line and ranked polish is on the way. Thanks for playing the alpha and sending us the walls that would not hold.