Servers will be temporarily offline for an estimated time of 4 hours on Thursday, March 27th from 2 AM to 6 AM (UTC) to update Patch 1.43.1.
ER Pass “Academy”
Class is in session at the Academy.
The ER Pass is currently priced at 1,250 NP. But for a special opening celebration, it'll be on sale for 890 NP for the next three weeks. Additionally, the ER Plus, which includes an additional 19 levels, will be available at a discounted price of 2,520 NP, down from 3,150 NP for three weeks.
Sale Period: Thursday, March 27th after maintenance to Thursday, April 17th 2025 01:59 (UTC) (3 weeks)
After purchasing the ER Pass, you can upgrade to ER Plus by paying the difference.
Gain ER Points (XP) by playing, purchasing, and clearing missions! Gathering ER points will help you level up your pass to unlock different rewards including 900 NP, skins, emotes and 100 Academy Tokens.
You can earn free rewards without purchasing an ER Pass, but buying one can give you additional rewards
ER Pass Missions are split into 8 weeks, and new mission series will unlock every Wednesday at 3 AM (UTC).
Players who have yet to purchase the pass will have access to the basic 5 missions per week.
Purchasing the pass will unlock access to additional 5 missions per week to help progress along the ER Pass.
Even if you purchase the ER Pass late, you can still claim missions from previous weeks!
The new ER Pass Academy will be activated automatically at the start of the season and will be valid for two seasons.
Don’t ‘pass’ on this great deal!
Academy Pass Skins
Tactics Instructor Laura (Epic), Ballistics Specialist Theodore (Rare), Drill Specialist Estelle (Rare) will be available!
“This training might be tough, but you’ll be alright, won’t you?”
“Got your target? Alright, now aim and fire!”
“Today's training: How to handle an emergency!”
Boxes & Disassemble Tokens
As we previously announced, Season Tokens that you can get at a probability through daily boxes, season token random boxes and by disassembling complete items will be switched to Academy Tokens on Thursday, March 27th during the 1.43.1 maintenance.
ER Pass Lucky ★ Ending Notice
The ER Pass Lucky ★ will expire on Thursday, March 27th during the 1.43.1 maintenance.
For those who are eligible for rewards but haven’t received them, we will send them to your in-game mailbox on Thursday, March 27th during the 1.43.1 maintenance.
Mailbox Claiming Period: Until June 27th 14:59 (UTC)
Valid thru: Within 90 days after logging in
Lucky ★ Tokens Ending Notice
Products available for purchase with Lucky ★ Tokens will be discontinued on Thursday, March 27th during the 1.43.1 maintenance.
Make sure to use all your tokens to purchase different items in the Exchange menu before they expire.
The following bundle will no longer include Season Tokens: Love Serenade Eleven.
Season 7 Start & Season 6 Ranked Rewards
Ranked Season 7 begins!
Your MMR will be soft-reset based on your preseason ranking.
Tier Changes
Meteorite: 600 RP → 700 RP
Mythril starts at 7100 RP.
North America, South America & Europe Servers
We’re reopening Ranked matches along with the start of Season 7!
Matchmaking range has been adjusted to reflect the soft-reset.
Further adjustments will be made after the matchmaking ladder stabilizes.
Ranked schedule has been removed until the matchmaking ladder stabilizes.
North America & Europe Servers
Premade teams are now limited to Gold tier and below.
Further adjustments will be made after the matchmaking ladder stabilizes.
Asia 1 Server:
Premade teams are now limited to Platinum tier and below.
Further adjustments will be made after matchmaking for Meteorite and higher is fully separated.
Additionally, the temporarily expanded matchmaking range during preseason is reduced.
Season 6 Ranked Rewards will be sent out.
Gold or higher: Cadet Hart skin!
”T-Thank you for supporting my music!”
Platinum or higher: Crimson Curse Charlotte's Secret Animated emote!
Diamond or higher: Cadet Hart's Terrified! Animated emote!
Immortal: exclusive profile icon, border, background, and emotes!
Borders and icons will also be awarded based on your tier!
Gameplay
Elimination Prevention & V-Pad
Thank you all for the incredible amount of feedback on the Elimination Prevention system introduced with Season 7. As this is a significant change to gameplay, we’ve received a wide range of perspectives and suggestions from various play scenarios.
Some of the most common feedback includes increased congestion during Day 2 objective fights due to more teams getting involved, as well as reduced tension in early battles and a diminished sense of reward after winning battles. Many high-elo players have also shared that the Elimination Prevention duration feels excessively long.
On the other hand, engagement-related metrics have shown notably positive results compared to the previous preseason. While it's still early and the data set is limited, gameplay within the Light Zones has shown clear improvements.
We take concerns from our core players very seriously and do not take them lightly. That said, these results don't mean the current system is final but they rather show promise and validate continuing this experiment while making improvements. With both positive indicators and room for improvements, we believe it's worthwhile to maintain the system a bit longer as we test and evolve it further.
It’s also important to note that gameplay in preseason and ranked can differ greatly. For example, revival penalties in Ranked are likely to have a much stronger impact on how players approach each match, potentially leading to significant shifts in playstyles.
Starting with the launch of the Ranked season in update 1.43.1, we’ll be closely monitoring the Elimination Prevention system for one week. Based on the data collected, we plan to explore and consider a range of adjustment options in the upcoming 1.44 major update to enhance both the system’s stability and the overall game flow.
We’ve also received a lot of feedback about the Quickslot for calling Remote Drones being moved to the Crafting Menu (B). While our intent was to unify item and crafting functions into a single place, especially with the planned removal of other V-Pad information, this change caused unintended inconvenience for many of you.
Unlike other crafting elements, Quickslot is often used in urgent situations. Many of you expressed a strong preference that it remain accessible without obstructing the screen.
We’ve heard your feedback you and thus, we’re developing a popup especifically for the Quickslot, separate from the V-Pad. Our goal is to bring it to you in the 1.44 update next week, and we're working hard to deliver it as quickly as possible.
Special Material
The following items will no longer become Credits and instead remain in the inventory upon killing enemies: True Samadhi Fire, Glacial Ice, Moonstone.
Guide Robot Lumi
Lumi’s Special Store
Price Changes
Loop Card Key
100 Credits → 75 Credits
Loop Card Key - γ
200 Credits → 150 Credits
Weapon Skills
Sniper Rifle - Ballistic Advantage(D)
Cooldown 40/35/30s → 35/30/25s
Character
Leon
Leon has been showing strong performance after his rework. We're adjusting Human Torpedo (P) to bring it more in line with other abilities, while Waterway (Q) ‘s visuals will match its actual range.
Human Torpedo(P)
Basic Attack Additional Skill Damage 40/60/80(+Skill Amplification 30%) → 30/50/70(+Skill Amplification 30%)
Waterway(Q)
Width 1.8m → 2m
Luke
We’re reducing the power of Clean Sweep (Q) to keep Luke’s strength in check.
Clean Sweep(Q)
Dash (Q2)
Min Damage 60/80/100/120/140(+Additional Attack Power 60%) → 40/60/80/100/120(+Additional Attack Power 60%)
Dash (Q2)
Max Damage 120/160/200/240/280(+Additional Attack Power 120%) → 80/120/160/200/240(+Additional Attack Power 120%)
Lenore
Since W – Fine became usable while moving, Lenore's survivability has increased. We're adjusting her shield effect to maintain balance.
Fine(W)
Shield 70/85/100/115/130(+Skill Amplification 35%) → 70/85/100/115/130(+Skill Amplification 30%)
Martina
Martina has been struggling. We’re making her R – Record more powerful, giving her a better shot at powerful finishing plays.
Record(R) - Broadcast
Edge Consecutive Damage 10/15/20(+Attack Power 6%) → 10/15/20(+Attack Power 10%)
Center Consecutive Damage 20/25/30(+Attack Power 12%) → 20/25/30(+Attack Power 15%)
Edge End Damage 100/200/300(+Attack Power 70%) → 100/200/300(+Attack Power 80%)
Center End Damage 200/325/450(+Attack Power 110%) → 200/325/450(+Attack Power 120%)
Xiukai
We’re increasing the power of R - Burnt to a Crisp to help him out during fights.
Burnt to a Crisp(R)
Damage 50/85/120(+Skill Amplification 50%)(+Max HP 3.5%) → 60/95/130(+Skill Amplification 50%)(+Max HP 3.5%)
Isaac
We’re reducing Isaac's basic attack delay, allowing for smoother and more responsive gameplay.
We’re reducing his basic attack delay.
Alonso
Alonso is now slightly tougher with a boost to his base defense.
Base Defense 52 → 55
Jan
We’re increasing the power of E – Bob and Weave, so he now delivers stronger hits, rewarding effective and well-timed use.
Bob and Weave(E)
Damage 10/20/30/40/50(+Additional Attack Power 60%)(+Skill Amplification 50%)(+적 Max HP 5%) → 15/25/35/45/55(+Additional Attack Power 60%)(+Skill Amplification 50%)(+적 Max HP 6%)
Echion
Echion has been showing a weak performance, so we’re increasing the power of Sidewinder to help him out.
Call of Cadmus(P)
Sidewinder Additional Skill Damage 30/40/50/60% → 35/45/55/65%
Yuki
Yuki has consistently performed well this preseason. We’re reducing the power of P – Perfect Fit to keep him in check, and adjusting Q – From Head to Toe to better balance Dual Swords Yuki’s output.
From Head to Toe (Q)
Damage 40/60/80/100/120(+Attack Power 100%(Two-handed Sword)/160%(Dual Swords)) * (Basic Attack Amplification) → 40/60/80/100/120(+Attack Power 100%(Two-handed Sword)/150%(Dual Swords)) * (Basic Attack Amplification)
Perfect Fit(P)
Upon Consuming Cufflinks Additional Damage 50(+Attack Power 25/35/45%) → 40(+Attack Power 25/35/45%)
Irem
W – Let’s Be Friends! now applies a stronger slow effect, making it a bit easier to hit with the skill.
Let's Be Friends!(Irem W)
Slow 20% → 30%
Zahir
We’re increasing the airborne duration when E – Vayvayastra is not enhanced, making it more versatile across different situations.
Vayvayastra(E)
Airborne Duration 0.35s → 0.5s
Hart
We’re reducing the burst damage of E – Flanger to keep Hart’s immediate damage output in check.
Flanger(E)
Damage 70/90/110/130/150(+Attack Power 70%) → 70/90/110/130/150(+Attack Power 65%)
Haze
Haze has been continuously underperforming so we’re increasing the power of her Q – 40mm Grenade.
40mm Grenade(Q)
Damage 80/115/150/185/220(+Skill Amplification 85%) → 80/115/150/185/220(+Skill Amplification 90%)
Weapon
Crossbow
Poisoned Crossbow
Skill Amplification 74 → 71
Armor
Chest
Spectral Jacket Max HP 250 → 200
Couturier Skill Amplification 25 → 30
Head
Smart Glasses
Taser Gun - Surge - [Unique Passive]
Damage 50(+Attack Power 30%)(+Character Level*2) → 50(+Attack Power 40%)(+Character Level*2)
Commander Headset
Targeting Pod - [Unique Passive]
HP Recovery 5(+Character Level*3) → 5(+Character Level*2)
Fencing Mask
Skill Amplification 80 → 85
Eyeshield
Attack Speed 20% → 10%
Leg
Killer Heels
Awakening - [Unique Passive]
Armor penetration 12% → 10%
Rose Steps
Defense 10(REMOVED)
Bug Fixes & Improvements
Gameplay Improvements
You’ll no longer be able to purchase Loop Card Key - Red in the Kiosk on Day 3.
Character & Weapon Improvements
Isaac: Animations will be correctly displayed when he performs basic attacks while using Reinforce (W).
Lobby Improvements
Union Circuit will no longer display incorrect information.
Attack speed will be correctly displayed in the Biotic Infusion tooltip.