Here is the Brawlhalla Patch 9.05 Balance Preview

Here is the Brawlhalla Patch 9.05 Balance Preview

Patch 9.05 Balance Preview

Here is all that you can expect to see in regards to balance in Patch 9.05 on March 26th.

Priya is now tournament legal for Brawlhalla Esports Year Ten.

This balance pass improves follow-up attacks and reward on hit for a few underperforming Weapons, while increasing risk and opening Dodge Windows for several overperforming Weapons. We have also increased the reward for a number of underused Signature attacks and decreased the reward for several of the most used Signatures in recent tournaments. This patch also marks the first adjustments for Priya and the new Chakram Weapon, making them legal for use in official tournaments.


Blasters

The Blasters Neutral Light now has greater Stun and leaves the opponent in a closer location for greatly improved follow-up attacks. The Blasters Side Light also now has greater Stun to provide combo opportunities.

  • Blasters Neutral Light: Increased Stun from 20 to 21; Decreased Force from 52 Fixed/0 Variable to 42 Fixed/0 Variable.
  • Blasters Side Light: Increased Stun from 22 to a range of 24~18; Decreased Damage from 15 to 10.

Chakram

We have greatly decreased the amount of allowed acceleration and movement during the Chakram aerial attacks to grant clearer opportunities to chase down and punish these attacks. The Fused Chakram Side Light and Side Air have received greater Force to bring the reward for the Fused mode closer in line with other Weapons. The Split Chakram Neutral Light now has less Stun and provides a consistent Frame Advantage to guarantee Dodge Windows for certain follow-up attacks, but also has slightly less Recover time on hit to provide a smoother feel in use. Similarly, the Split Chakram Neutral Air now has less Stun and provides a consistent Frame Advantage to guarantee Dodge Windows, and also impulses the user during the first hit to provide more consistent locations on hit. We have also decreased the Stun of the Split Chakram Down Air to provide Dodge Windows between follow-up attacks. The Split Chakram Recovery now has less Force to better match this kit’s string potential.

  • Chakram Aerial Attacks: Decreased the amount of allowed acceleration.
  • Chakram Fused Side Light: Increased Force from 70 Fixed/30 Variable to 70 Fixed/35 Variable.
  • Chakram Fused Side Air: Increased Force from 58 Fixed/40 Variable to 60 Fixed/43 Variable.
  • Chakram Fused Down Air: Decreased Force of the aerial version from 60 Fixed/40 Variable to 60 Fixed/38 Variable.
  • Chakram Split Neutral Light: Decreased Stun from 22 to a range of 19~15; Decreased total Recover time on hit from 11 to 9.
  • Chakram Split Neutral Air: Decreased Stun from 25 to a range of 23~19; Impulse applied to the user now occurs on the first hit as well; Slightly increased impulse applied to the user.
  • Chakram Split Down Air: Decreased Stun of the final hit of the aerial version from 19 to a range of 17~16; Decreased Stun of the close grounded version from 25 to a range of 23~21; Increased Stun of the far grounded version from 18 to a range of 19~17.
  • Chakram Split Recovery: Decreased Force from 61 Fixed/40 Variable to 61 Fixed/38 Variable.

Gauntlets

We have increased the Time to Hit of Gauntlets Side Air to open a Dodge Window after a Down Light. The Gauntlets Recovery now has greater Recover time on miss to bring the risk of this attack closer in line with its considerable reward and utility.

  • Gauntlets Side Air: Increased Time to Hit from 12 to 13.
  • Gauntlets Recovery: Increased total Recover time on miss from 8 Fixed/12 Variable to 12 Fixed/12 Variable.

Greatsword

The window for movement inputs like Dash, Dodge, or Jump has been greatly delayed after missing a Greatsword Neutral Light or Side Light Opener to provide a larger window to counterattack against these string starters. The Stun of Neutral Light and Side Light Bridge attacks now provide a consistent Frame Advantage on hit to guarantee Dodge Windows between certain follow-up attacks.

  • Greatsword Neutral Light Opener: Delayed the dash/dodge/jump cancel window on miss from 21 to 26.
  • Greatsword Side Light Opener: Delayed the dash/dodge/jump cancel window on miss from 19 to 24; Delayed the walk cancel window from 24 to 29.
  • Greatsword Neutral Light Bridge (from Side Light Opener): Changed Stun from 15 to a range of 15~11.
  • Greatsword Neutral Light Bridge (from Down Light Opener): Changed Stun from 17 to a range of 17~8.
  • Greatsword Side Light Bridge (from Neutral Light Opener): Changed Stun from 16 to a range of 16~7.
  • Greatsword Side Light Bridge (from Down Light Opener): Changed Stun from 14 to a range of 14~5.

Hammer

The Hammer Neutral Light, Side Light, Neutral Air, and Side Air have all received increases to their reward on hit. This leans into the Hammer’s identity of powerful hits and brings it closer in line with the reward curve of other Weapons.

  • Hammer Neutral Light: Increased Damage from 18 to 19.
  • Hammer Side Light: Increased Damage from a range of 17~15 to a range of 19~17.
  • Hammer Neutral Air: Increased Damage from 20 to 22.
  • Hammer Side Air: Increased Damage from a range of 20~18 to a range of 22~20.

Katars

The Katars Neutral Light, Side Light, Down Light, and Side Air have all received decreases to their Damage. This leans into the Katars’ identity of using many quick but small hits and brings it closer in line with the reward curve of other Weapons.

  • Katars Neutral Light: Decreased Damage from 13 to 11.
  • Katars Side Light: Decreased Damage from 11 to 8.
  • Katars Down Light: Decreased Damage from 12 to 9.
  • Katars Side Air: Decreased Damage from 16 to 14.

Rocket Lance

We have shifted some power from the Rocket Lance’s aerial kit into the ground kit in the form of greater Force for the Neutral Light. The Rocket Lance Neutral Air now has less allowed acceleration and speed during the attack to provide clearer opportunities to punish this expansive attack. The Rocket Lance Down Air now has less threat coverage near the user to provide wider avenues to contest or maneuver around this attack. We have increased the Time to Hit of the Rocket Lance Exhausted Recovery and decreased its Force as it was both too quick and too powerful for its overall utility.

  • Rocket Lance Neutral Light: Increased Force from 40 Fixed/43 Variable to 42 Fixed/45 Variable.
  • Rocket Lance Neutral Air: Decreased the allowed maximum speed and allowed acceleration during the attack and on miss.
  • Rocket Lance Down Air: Decreased threat coverage near the user during the aerial version of the attack.
  • Rocket Lance Exhausted Recovery: Increase Time to Hit from 10 to 12; Decreased Force from 58 Fixed/54 Variable to 53 Fixed/50 Variable.

Sword

The Sword kit provides flexible coverage that allows for a high degree of stage control, so we have increased the risk associated with a number of key attacks to grant larger openings against this Weapon. The Neutral Light, Side Light, Down Light, and Down Air now have greater Recover time on miss. We have also slightly increased the Time to Hit of the Down Light to better match its reward and utility. The Side Air and Down Air also allow less acceleration on miss to provide greater opportunities to counter these versatile attacks.

  • Sword Neutral Light: Increased total Recover time on miss from 4 Fixed/15 Variable to 8 Fixed/15 Variable.
  • Sword Side Light: Increased total Recover time on miss from 5 Fixed/21 Variable to 9 Fixed/21 Variable.
  • Sword Down Light: Increased Time to Hit from 8 to 9; Increased Recover time on miss from 5 Fixed/20 Variable to 10 Fixed/22 Variable.
  • Sword Side Air: Decreased amount of allowed acceleration during the attack and on miss.
  • Sword Down Air: Decreased amount of allowed acceleration during the attack and on miss; Increased total Recover time on miss from 5 Fixed/24 Variable to 7 Fixed/24 Variable.

Azoth

We have significantly increased the Force of Azoth’s Neutral Bow and Side Bow Signatures to better match their long total duration and overall risk.

  • Azoth Neutral Bow: Increased Force from 65 Fixed/56 Variable to 65 Fixed/60 Variable.
  • Azoth Side Bow: Increased Force from a range of 76~55 Fixed/54~48 Variable to a range of 76~55 Fixed/58~52 Variable; Increased Damage from 23 to 25.

Ember

Ember’s Neutral Bow, Neutral Katars, and Side Katars now have significantly increased Force to better match her general glass cannon design, and to better fit the overall risk of her Katar Signatures.

  • Ember Neutral Bow: Increased Force from 65 Fixed/51 Variable to 65 Fixed/55 Variable.
  • Ember Neutral Katars: Increased Force from 75 Fixed/54 Variable to 75 Fixed/60 Variable.
  • Ember Side Katars: Increased Force from 65 Fixed/51 Variable to 65 Fixed/54 Variable.

Lord Vraxx

We have increased the reward on hit for Lord Vraxx’s Side Rocket Lance, Down Rocket Lance, Neutral Blasters, and Down Blasters to bring these closer in line with other similar options on higher performing Legends.

  • Lord Vraxx Side Rocket Lance: Increased Force from 65 Fixed/50 Variable to 65 Fixed/53 Variable.
  • Lord Vraxx Down Rocket Lance: Increased Damage from 22 to 25.
  • Lord Vraxx Neutral Blasters: Increased Force from 60 Fixed/55 Variable to 60 Fixed/57 Variable.
  • Lord Vraxx Down Blasters: Increased Force from 70 Fixed/46 Variable to 70 Fixed/51 Variable.

Magyar

Magyar’s Down Greatsword, Side Hammer, and Down Hammer all now have much greater reward on hit to better match their relatively high accuracy requirements and significant risk.

  • Magyar Down Greatsword: Increased Damage from 23 to 26; Increased Force from 55 Fixed/52 Variable to 55 Fixed/56 Variable.
  • Magyar Side Hammer: Increased Damage from 22 to 28; Increased Force from 61 Fixed/52 Variable to 65 Fixed/56 Variable.
  • Magyar Down Hammer: Increased Force of the aerial version from 60 Fixed/46 Variable to 60 Fixed/49 Variable; Increased Force of the ground version from 65 Fixed/56 Variable to 65 Fixed/58 Variable.

Nix

Nix’s Side Blasters and Down Blasters now provide greater reward on hit to better match their overall risk and lengthy total commitment.

  • Nix Side Blasters: Increased Force from 65 Fixed/55 Variable to 65 Fixed/57 Variable.
  • Nix Down Blasters: Increased Damage from 23 to 27; Increased Force from 60 Fixed/57 Variable to 60 Fixed/60 Variable.

Priya

Priya’s Neutral Chakram now has significantly greater Recover time on miss to provide a wider opportunity to close the gap and punish reckless use of this attack. Priya’s Side Chakram now has greater Recover time and less Force to equalize the risk and reward of this Signature. We have slightly increased the Recover time for Priya’s Down Chakram to grant a wider opportunity to counter this attack. Priya’s Neutral Sword now has less threat coverage at the edges of the attack and significantly greater Recover time on miss to provide a clearer window to close the gap and punish this attack where it recovers.

  • Priya Neutral Chakram: Increased total Recover time on miss from 22 to 28.
  • Priya Side Chakram: Increased total Recover time from 23 to 26; Decreased Force from 55 Fixed/50 Variable to 55 Fixed/48 Variable.
  • Priya Down Chakram: Increased total Recover time from 19 to 21.
  • Priya Neutral Sword: Decreased threat coverage at the extreme edges during the final hit; Increased total Recover time from 16 to 24.
  • Because of these changes, Priya is now legal to use in official esports tournaments.

Ragnir

Ragnir’s Side Katars and Down Axe now have greater Force to bring them closer in line with other similar options on higher performing Legends.

  • Ragnir Side Katars: Increased Force from 60 Fixed/51 Variable to 60 Fixed/53 Variable.
  • Ragnir Down Axe: Increased Force from 75 Fixed/54 Variable to 75 Fixed/58 Variable.

Sir Roland

Sir Roland’s Neutral Rocket Lance has received a significant increase in Force to better match its lengthy total commitment and overall risk.

  • Sir Roland Neutral Rocket Lance: Increased Force from 71 Fixed/55 Variable to 71 Fixed/59 Variable.

Ulgrim

Ulgrim’s Neutral Axe, Side Axe, Down Axe, Neutral Rocket Lance, and Side Rocket Lance have been overperforming in team game modes so we have significantly reduced their reward on hit to be closer in line with the majority of other Legends.

  • Ulgrim Neutral Axe: Decreased Damage from 28 to 24.
  • Ulgrim Side Axe: Decreased Force from 62 Fixed/56 Variable to 62 Fixed/51 Variable; Decreased Damage from 26 to 23.
  • Ulgrim Down Axe: Decreased Force from 74 Fixed/54 Variable to 65 Fixed/50 Variable.
  • Ulgrim Neutral Rocket Lance: Decreased Force from 58 Fixed/56 Variable to 58 Fixed/54 Variable.
  • Ulgrim Side Rocket Lance: Decreased Force from 70 Fixed/55 Variable to 70 Fixed/50 Variable; Decreased Damage from 26 to 22.

Wu Shang

Wu Shang has also overperformed in team game modes, so we have reduced the reward on hit for his Neutral Gauntlets, Side Gauntlets, Neutral Spear, and Side Spear to better match their high degree of utility and coverage.

  • Wu Shang Neutral Gauntlets: Decreased Damage from 27 to 24.
  • Wu Shang Side Gauntlets: Decreased Force from 60 Fixed/49 Variable to 60 Fixed/45 Variable.
  • Wu Shang Neutral Spear: Decreased Damage from 26 to 22; Decreased Force from 60 Fixed/48 Variable to 60 Fixed/45 Variable.
  • Wu Shang Side Spear: Decreased Damage from 25 to 23; Decreased Force from 60 Fixed/49 Variable to 55 Fixed/46 Variable.

 

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