Servers will be temporarily offline for an estimated time of 4 hours on June 25th from 2 AM (UTC) to update Patch 11.5.
New Character - Craver
A new Pistol character, Craver will soon be joining the experiment.
Craver will be available for 9,900 A-Coin for two weeks after launch and will not be available in Ranked matches until June 30th.
"Ready to pull the trigger?"



Desperado (P)
Craver's attack speed is fixed at 0.9/1.1/1.3, and basic attacks deal 10/30/50(+Skill Amplification 25%)(+0.5 for every 1% of Additional Attack Speed) additional skill damage.
Craver holds a total of 6 bullets, which can be consumed by basic attacks and basic skills. When 1 bullet remains, the Magic Bullet skill is activated and he can't basic attack.
Upon using the Magic Bullet skill or after 5 seconds pass, he reloads for 1.75 seconds. While reloaded, Craver can't basic attack or use Double Tap, Sweep Kick.



Double Tap / Focus Shot (Q)
Double Tap: Fires 2 consecutive bullets in the targeted direction, dealing 50/70/90/110/130(+Skill Amplification 40%) skill damage.
Focus Shot: Fires an enhanced bullet in the targeted direction. If the bullet flies to its maximum range or hits an enemy, it deals 80/120/160/200/240(+Skill Amplification 85%) skill damage to the target and enemies behind them. Additionally, it deals 40/70/100/130/160(+Skill Amplification 30%) skill damage, slowing enemies 20% for 2 seconds.
Double Tap
Range: 7m
Projectile Width: 1m
Projectile Speed: 24m/s
Focus Shot
Range: 6m
Projectile Width: 1.2m
Additional Hit Range: 4.5m, 45° Fan Shape
Cooldown: 9/8/7/6/5s



Sweep Kick / Backflip (W)
Sweep Kick: Craver spins, dealing 30/55/80/105/130(+Skill Amplification 40%) skill damage 2 times to enemies within range, slowing them by 30% for 0.8 seconds. While spinning, Craver's movement speed increases by 100% and his damage taken is reduced by 30%. Hitting an enemy with Sweep Kick reduces its cooldown by 15%.
Backflip: Craver deals 130/160/190/220/250(+Skill Amplification 85%) skill damage to enemies within range and knocks them airborne for 0.75 seconds.
Sweep Kick Damage Area: Circular Radius 3m
Backflip
Damage Area: 4m * 2m
Knocked Back Distance: 2m
Cooldown: 11/10.5/10/9.5/9s



Combat Roll / Quick Step (E)
Combat Roll: Craver dashes in the targeted direction, dealing 50/80/110/140/170(+Skill Amplification 55%) skill damage. Hitting an enemy character with Combat Roll reduces its cooldown by 20%, and hitting wild animals reduces it by 10%.
Using Combat Roll during a reload instantly completes the reload.
Quick Step: Craver retreats backward and fires a piercing bullet, dealing 100/125/150/175/200(+Skill Amplification 80%) skill damage.
Combat Roll
Dash Range: 4m
Dash Speed: 13.5m/s
Collision Width: 1.5m
Quick Step
Front Movement Range: 3m
Movement Speed: 15m/s
Ammo Range : 5.75m
Ammo Projectile Width: 1.5m
Cooldown: 13/12.5/12/11.5/11s


Showdown! (R)
Craver teleports to an airborne enemy character, holding them in the air for 1 second while unleashing a rapid volley that deals 150/235/320(+Skill Amplification 70%) skill damage, restoring 100% of the damage dealt as HP. Craver becomes unstoppable, basic skill cooldowns are reset and all his ammo is reloaded.
Range: 9m
Damage Area: 3m Circular Radius from Target
Cooldown: 80/70/60s

New Skins & Emotes
Lovely Coraline (Rare) will be available.
“Focus only on me for the rest of the day. Okay?”


Burning Maid Adriana (Rare)’s new reworked poraugment and modeling will now be available.
“Master, if you're cold, I can turn up the heat... hehe...”


Craver emotes will also be available.

11.5 Update Item Probabilities Changes
The Two Bonus Weeks: Skin Data Boxes event is ending so the bonus probability for Skin Data Boxes will no longer be applied.
You can check the changes to Skin Data Boxes items and probabilities in our [Box To-Be Probabilities] website page.
Craver Emote Bundle
We’re adding a special bundle to the store, so you can get all of Craver emotes at once and at a discounted price!
Price:
800NP→ 480 NPContents: 4 Craver Emotes, XP Boost (1 Day)
Sale Period: Thurs, June 25th before maint. to Thurs, July 9th (UTC) before maint.
*Price adjusted according to items owned.
*Items that include boosts that are immediately applied upon purchase are non-refundable.
S11 Premium/Basic Token Books Sale Ending
The sale of the S11 Premium/Basic Token Books will be carried out until Thursday, June 25th before maintenance.
*Rewards that haven’t been claimed will be sent to your mailbox during maintenance and will be available only for 2 weeks for collection.
S11 Premium/Basic Token Books II Sale
The sale for the Season 11 Premium/Basic Token Books II will start on Thursday, June 25th after maintenance.
Complete missions to get Petit Mignon Tokens!
Sale & Use Period: Thursday, June 25th after maintenance to Thursday, August 6th (UTC) before maintenance
S11 Premium Token Book II
Price: 1,500 NP
Contents: A level 15 Quest Book and up to 75 Petit Mignon Tokens upon completion
S11 Basic Token Book II
Price: 10,000 A-Coin
Contents: A level 10 Quest Book and up to 25 Petit Mignon Tokens upon completion
*Check more details in the Quest Book menu in-game.
*Once the event and use period is over, the S11 Premium/Basic Token Books will be discontinued.
*Rewards achieved from completing levels that aren’t claimed by the end of the sale period will be automatically sent to your mailbox and will be available for 2 weeks.
S11 Cobalt Union Ends
Cobalt Union is closing for the season! Thank you all for participating.
Closes on: Wednesday, June 24th 23:59 (KST)
Rewards by Tier
| Tier | A-COIN | Research Center Data Box | Skin Data Set | Emote |
F | 1,000 | 2 Tier Promotions | ||
D | 3,000 | |||
C | 4,000 | 3 | ||
B | 5,000 | 5 | ||
A | 8,000 | 10 | ||
S | 10,000 | 3 | ||
SS | 15,000 | 5 | ||
SSS | 30,000 | 10 |
Rewards will be distributed after the maintenance on Thursday, August 13th (UTC), and will be available for claim until Friday, November 12th 2026 at 14:59 (UTC) when you log in to the game.
Rewards will only be granted if your team is existing (has playing records) at the time of distribution.
If an account has multiple teams, rewards will be given out based on the team with the highest tier.
Union Circuit and Cobalt Union Rewards are distributed separately and you can receive a total of 2 Tier Rewards.
Union Circuit (Beta) rewards will be sent through your in-game mailbox when you log in to the game during the aforementioned period and must be claimed within 90 days from the distribution date.
However, the Emote distributed as a participation reward will be granted based on all matches played across all teams (Union Circuit & Cobalt Union) during the season, regardless of whether your team is still a team or not.

11.5 Currency Exchange System Adjustments
As we previously announced through our 11.4 Patch Notes, we’re adjusting the exchange rate of A-Coin for Rare Data Fragments through the 11.5 Update.
A-Coin → Rare Data Fragments
Before: 7,906 : 1
After: 7,274 : 1
Rare Data Fragments → A-Coin
Before: 1 : 6,009
After: 1: 5,060
*We will continue to monitor and adjust the exchange rate of the Currency Exchange System based on gathered data and economic indicators.
System
Targeted Items & Alternative Recommendation UI Improvements
We have made the Teammate Needed List UI more intuitive and adjusted its display conditions to help teammates seamlessly share Special Materials and complete their item builds.
Teammate Needed Special Materials Simplified UI
Previously, this UI only functioned if both you and your allies had explicitly set up late-game item builds. We have simplified the conditions so that the UI now activates from the very start of the match whenever you acquire a Special Material needed by a teammate.
Targeted Material Filtering
When you pick up a Special Material, the UI will now filter and display only the specific teammates who actually need it.
Example: If you acquire a Tree of Life, only Teammate A (who needs it) will appear on the UI, while Teammate B (who does not) will be hidden.
Beginner Rotation & Character Voucher Overhaul
We are completely reorganizing the free character rotation for new players and the contents of the Character Voucher (Beginner) to help them settle into the game more easily and have more fun.
We are moving away from the previous lineup of simple, defensive characters. Instead, the selection will now feature dynamic, engaging characters that are widely loved by the community for their fun gameplay.
New Beginner Rotation & Character Voucher Lineup (15 Characters Total)
Chiara, Rozzi, Markus, Haze, Debi & Marlene, Abigail, Katja, Darko, Garnet, Yumin, Hisui, Justyna, Xuelin, Blair, Mirka

New Advanced Settings
We have added new setting options under [Settings > Game > Advanced Settings] to help you clean up your screen or reduce vision obstructions during gameplay, spectating, and replays.
Area Movement Announcer Messages Display
You can toggle whether to display the text banner in the center of the screen when moving between areas.
Announcer Messages Display
You can toggle whether to display system announcement messages, such as phase guides, excluding area transitions.
Wild Animal Corpse Names Display
You can toggle whether to display the nametags of killed wild animals.
*Note: Names and boss monster names will continue to be displayed when holding the Alt key even if this setting is turned off.
Box Outline / Collectable Resources Outline Display
You can now toggle the highlight outlines for regular boxes and collectable resource objectives. (Default: ON)
*Note: Outlines will still briefly appear when hovering over, interacting with, or selecting an objective even if this is turned off.
Matchmaking Improvements
The top-tier queue will have stricter matchmaking, with the highest tier restricted to players with Mythril 8500 RP+.
We have received many inquiries regarding how these high-tier queues operate, so here is some additional context:
Starting this season, all high-tier queues from Meteorite upward are subdivided into matchmaking brackets with a tight 300-point gap. These brackets will only expand slightly if queue times grow excessively long.
The 8500 RP threshold for the top-tier queue represents the maximum limit when it expands. In practice, these matchmaking brackets shift dynamically based on player pools.
For example, players in the 8500-8800 range may occasionally pull into the top-tier queue if that top bracket expands to its absolute limit, but they are just as likely to match downward. Players in the 8800-9100 range will find themselves in the top-tier queue much more frequently, though they may still occasionally see players down to 8200. However, if a match drops to the 8200 range, it is no longer considered the exclusive top-tier queue, meaning those players will never encounter opponents at 9100 points or higher in that lobby.
Players at 9100 points or higher are strictly locked into the top-tier queue. When the active player count is healthy, the system will isolate highly competitive queues exclusively for 9100+ or 8800+ brackets.
While the examples above reflect the baseline for Update 11.5, we are continuing to subdivide these parameters with each subsequent patch as the season progresses.
Gameplay
Temporary Safe Zone Phase Improvements
We have optimized the phase skip conditions to significantly cut down on the downtime that occurs at the end of the Temporary Safe Zone phase.
Before: Previously, if the winning team of a Temporary Safe Zone area was decided but an unrelated team was eliminated in other areas, the system would fail to skip the remaining phase duration.
After: The system will now actively recheck phase skip conditions every single time a team is eliminated during the Temporary Safe Zone phase.
If all winning teams for the active Temporary Safe Zones have been determined and the total number of surviving teams in the entire match drops to 2, the game will immediately transition to the next phase regardless of the timer.
To balance this change and prevent scenarios where 3 or more surviving teams accidentally squeeze into the Final Safe Zone together, we are extending the base duration of the Temporary Safe Zone combat phase:
Day 7 120s → 150s
Chronosphere Location Adjustment
We have adjusted the spawn points of Chronospheres across multiple areas to address frustrating movement routes during the Final Safe Zone phase and to encourage more dynamic positioning and combat.
The maximum number of Chronosphere spawn locations per area has been expanded to 4, with objectives repositioned to better fit the natural layout of the terrain. Certain areas will retain a maximum of 3.
Area Objectives Adjustments
Dock: We shifted the Bear spawn points slightly downward so they no longer disrupt movement paths.

Hotel: We added a Prosperity Cube to smooth out inefficient hunting routes.
Augments
Havoc
Frenzy
Omnisyphon Increase
4% when HP is below 70% → 5% when HP is below 80%
8% when HP is below 40% → 10% when HP is below 40%
Tactical Skills
Healing Wind
Cooldown 40/30s → 50/40s
Plasma Dash
Slowed Duration 1.5s → 1s
Cooldown 40/30s → 50/40s
Protocol Violation
Cooldown 40/30s → 50/40s
Character
Nadine
We are cutting Nadine's late-game scaling by reducing her weapon mastery effect, as Crossbow Nadine has been maintaining an exceptionally high win rate and score gain.
Basic Attack Amplification per Crossbow Weapon Mastery level 1.4% → 1.3%
NiaH
NiaH’s average damage has been falling behind. We are increasing W - Point Sink’s damage to ensure it deals more damage on-hit.
Point Sink(W)
Damage 60/100/140/180/220(+Skill Amplification 65%) → 60/100/140/180/220(+Skill Amplification 70%)
Tia
Tia continues to underperform across the vast majority of skill brackets, excluding the highest tier. We are increasing the damage of Q - Brush Stroke to help her out.
Brush Stroke(Q)
Damage 60/90/120/150/180(+Skill Amplification 50%) → 60/90/120/150/180(+Skill Amplification 55%)
Lenox
Lenox's overall damage output has failed to see a meaningful spike even after her previous skill coefficient adjustments. We are increasing the max HP scaling on E - Whiplash to help her deal more significant damage.
Whiplash(E)
Damage 60/100/140/180/220(+Skill Amplification 50%)(+Target's Max HP 5%) → 60/100/140/180/220(+Skill Amplification 50%)(+Target's Max HP 7%)
Leni
Leni has consistently maintained a high performance due to the frequency she can use her skills. We are increasing the cooldown and reducing the movement speed increase effect on W - Whack-a-mole! to keep her skill combos and mobility in check. Additionally, we are cutting the base level scaling on her E - Air Horn Gun! shield to tone down her ally support utility when she isn't actively building skill amplification items.
Whack-a-mole!(W)
Movement Speed Increase 11/12/13/14/15%(+Leni Level * 1)% → 8/9/10/11/12%(+Leni Level * 1)%
Cooldown 15/14/13/12/11s → 16/15/14/13/12s
Air Horn Gun! (E)
Shield 50/65/80/95/110(+Leni Level * 5)(+Skill Amplification 20%) → 50/65/80/95/110(+Leni Level * 3)(+Skill Amplification 20%)
Rio
Rio has been showing a weak performance even after completing her builds. We are buffing the basic attack amplification on her Weapon Mastery to increase her late-game power ceiling.
Basic Attack Amplification per Bow Weapon Mastery level 1.2% → 1.3%
Mai
Mai currently records an incredibly high level of durability even before securing her build. We are reducing the damage taken reduction effect on W - Shawl Veil to challenge her a bit. Furthermore, we are partially rolling back the health recovery on R - Exclusive as its previous buff made it a bit too much.
Shawl Veil(W)
Damage Taken Reduction 31/32/33/34/35% → 25/27/29/31/33%
Exclusive(R)
HP Recovery 50/100/150(+Skill Amplification 35%)(+ of Target's Lost HP 15%) → 50/100/150(+Skill Amplification 35%)(+ of Target's Lost HP 12%)
Bernice
Bernice is currently recording below-average stats across most brackets. We are increasing his attack power per level to keep his performance in check. We are also giving W - Foothold Trap a flat maximum installation cap during early game so players no longer feel forced to invest early skill points into it just to hold traps.
Attack Power per level 4.3 → 4.6
Foothold Trap(W)
Max Installations 1/2/2/3/3개 → 2/2/2/3/3개
Bihyung
Bihyung continues to record a high pick rate alongside excellent durability stats. Since her early game is notably strong, we are slightly reducing her base defense to keep her in check.
Base Defense 52 → 50
Xuelin
Xuelin has been struggling in terms of durability and combat sustain. We are increasing the health recovery on P - The Chosen One to boost her power during extended team fights.
The Chosen One(P)
HP Recovery 10/25/40(+Attack Power35%) → 20/35/50(+Attack Power40%)
Adriana
Adriana's presence in early combat has felt a bit weak. We are increasing the lower level base damage of R - Cocktail Party to give her a much-needed boost during early combat.
Cocktail Party(R)
Damage 110/155/200(+Skill Amplification 40%) → 140/170/200(+Skill Amplification 40%)
Aya
Aya has been finding herself a bit too weak. We are increasing the base shield values on P - Aya's Justice to boost her overall durability.
Aya's Justice(P)
Shield Absorption 50/75/100(+Attack Power50%)(+Skill Amplification 35%) → 50/85/120(+Attack Power50%)(+Skill Amplification 35%)
Isol
We are increasing the damage scaling on Q - Semtex Bomb to award a much higher offensive ceiling when pulling off aggressive plays.
Semtex Bomb(Q)
Explosion Damage Increase 10/15/20/25/30(+Attack Power7%)(+Skill Amplification 4%) → 10/15/20/25/30(+Attack Power9%)(+Skill Amplification 5%)
Alex
Alex continues to show a strong performance due to his exceptional utility, showing remarkably safe stats at high masteries. We are reducing the melee weapon defense bonus on P - Infiltration to keep his defensive power in check.
Infiltration(P)
Melee Weapon Defense Increase 5/10/15 → 4/8/12
Alonso
Alonso has been showcasing excessive survivability during combat thanks to his W - Bouncing Shield. We are reducing the damage reduction value on W to keep his performance in check.
Bouncing Shield(W)
Damage Taken Reduction 70% → 60%
Jan
Tonfa Jan has been trapped in a weak spot for quite some time. We are increasing the skill amplification coefficient on E - Bob and Weave to boost his overall performance.
Bob and Weave(E)
Damage 15/25/35/45/55(+Extra Attack Power 100%)(+Skill Amplification 45%)(+Target's Max HP 5%) → 20/30/40/50/60(+Extra Attack Power 100%)(+Skill Amplification 50%)(+Target's Max HP 5%)
Echion
Black Mamba Echion has struggled to showcase a distinct advantage compared to other weapon variations. We are increasing the damage of his R - VF Overflow (Envenomization) to narrow the performance gap between his weapons.
VF Overflow(R)
Envenomization[Black Mamba]
Damage 50/120/175/220(+Attack Power80%)(+Additional HP 12%) → 50/120/175/220(+Attack Power80%)(+Additional HP 14%)
Elena
Elena has been failing to bring enough offensive threat to fights. We are increasing the damage on W - Double Axel to let her apply more significant pressure to her targets.
Double Axel(W)
Damage 50/70/90/110/130(+Skill Amplification 50%)(+Additional HP 10%) → 50/70/90/110/130(+Skill Amplification 55%)(+Additional HP 12%)
Johann
Johann's outstanding ally support has allowed him to excel at the highest tiers, even when lacking high rarity item builds. To target this base power, we are scaling back his weapon mastery effect and reducing the enhanced healing on Q - Radiant Brilliance.
Additionally, we are standardizing the cooldown of W - Transcendent Censer to 10 seconds across all skill levels to keep the skill's flow consistent, while adjusting its early slow effect to prevent it from being overly powerful from the start.
Skill Amp per Arcana Mastery Level 4.4% → 4.3%
Radiant Brilliance(Q)
Enhanced HP Recovery 20/35/50/65/80(+Skill Amplification 15%) → 25/35/45/55/65(+Skill Amplification 15%)
Transcendent Censer(W)
Slowed 30% → 20/22.5/25/27.5/30%
Cooldown 11/10.5/10/9.5/9s → 10s
Justyna
Justyna's R - Astra Burst! is primarily being used as a pure survival tool, leaving her actual damage output to enemies lacking. We are increasing the damage on this ultimate so it can serve as a legitimate offensive threat rather than just a survival option.
Astra Burst!(R)
Damage 30/50/70(+Skill Amplification 20%) → 30/50/70(+Skill Amplification 22%)
Irem
Irem has been recording below average stats across most brackets. We are increasing the damage of her cat-form W - Hissy Fit to help her power out.
Hissy Fit(Cat W)
Damage 40/80/120/160/200(+Skill Amplification 75%) → 40/80/120/160/200(+Skill Amplification 80%)
Eleven
Eleven's been recording underwhelming average damage and HP recovery metrics. We are increasing the power on R - Calorie Cyclone to help her deal better damage and increase her combat sustain.
Calorie Cyclone(R)
Damage 10/15/20(+Attack Power3%)(+Additional HP 3%) → 10/15/20(+Attack Power8%)(+Additional HP 3%)
HP Recovery Max HP 25/40/55% → 30/45/60%
Jenny
Jenny has been recording underwhelming damage during early-game combat. We are increasing the base damage of E - Persona to ensure she can exert power even during early combat.
Persona(E)
Damage 60/90/120/150/180(+Skill Amplification 58%) → 60/95/130/165/200(+Skill Amplification 58%)
Camilo
Camilo has been recording excessively high average damage metrics. We are reducing his power on Q - Vuelta to keep his offensive output in check.
Vuelta(Q)
Damage 10/30/50/70/90(+Attack Power75%)*(Basic Attack Amplification) → 10/30/50/70/90(+Attack Power70%)*(Basic Attack Amplification)
Karla
Karla has been continuously underperforming for an extended period. We are increasing her weapon mastery scaling to give her an overall performance boost.
Skill Amp per Crossbow Mastery Level 4.1% → 4.2%
Kenneth
Kenneth can feel exceptionally weak when he hasn't secured his high rarity items. We are increasing his attack power per level to improve his base performance and the damage of Q - Fury Strike to boost his overall power.
Attack Power per level 3.9 → 4.2
Fury Strike(Q)
Damage 30/40/50/60/70(+Attack Power165/170/175/180/185%) → 30/40/50/60/70(+Attack Power170/175/180/185/190%)
Haze
Haze has recorded a low win rate and score gains. We are increasing the damage of her RQ - Rocket Acceleration to help her play into her intended strengths more effectively.
40mm Grenade(Q)
Rocket Acceleration(RQ) Damage 80/105/130/155/180(+Skill Amplification 40%) → 80/110/140/170/200(+Skill Amplification 40%)
Hisui
Hisui continues to be an incredibly dominant force, recording a very high pick rate across all tiers. Since her power level while R - Monohoshizao is active is simply too overwhelming, we are reducing its additional damage to keep his overly strong power in check.
Monohoshizao(R)
Additional Damage 20(+Additional Attack Power 20/35/50%) → 20(+Additional Attack Power 15/30/45%)
Weapon
Arcana
Temperance
Healing Power 5% → 4%
The Sun
Healing Power 10% → 8%
Whip
Ouranos
Attack Speed 40% → 30%
Armor
Chest
Guardian Suit
Vanguard - [Unique Passive]
Effect Duration 5s → 4s
Ghillie Suit
Attack Speed 15% → 20%
Áo Dài
Attack Power 22 → 20
Red Star
Attack Power 18 → 20
Black Flame Dragon
Defense 45 → 43
Head
White Witch Hat
Skill Amplification 65 → 68
White Mitre
Healing Power 5% → 7%
Arm / Accessory
Minuteman Armband
Attack Speed 15% → 18%
Vital Sign Sensor
Photon Launcher - [Unique Passive]
Damage 10(+Attack Power25%)(+Character Level*2) → 10(+Attack Power30%)(+Character Level*2)
Radar
Photon Launcher - [Unique Passive]
Damage 10(+Attack Power40%)(+Character Level*2) → 10(+Attack Power45%)(+Character Level*2)
Sultan Adorned
Attack Power 28 → 30
Dice of Destiny
Critical Strike Damage 9% → 10%
Fáfnir
HP per Level 30 → 26
Cobalt Protocol
Cobalt System Improvements
Tactical Skills
Asthenia
We have improved the overall responsiveness and hit detection.
The mechanic has been updated so that the debuff is applied to the target immediately upon casting, while the projectile now functions purely as a visual effect. This change allows for much faster and more fluid skill combos.
Plasma Dash
Cooldown 30s → 40s
Infusion
Level 3 Infusion
Double Trouble I
Cooldown 2s → 1.5s
Introversion
Trigger Condition: If you haven't taken damage from enemies for 3 seconds. → If you haven't taken damage from enemies for 2s
Cobalt Protocol Adjustments
Nadine
Bow Damage Dealt 95% → 93%
Laura
Whip Damage Taken 88% → 90%
Rio
Bow Damage Taken 100% → 103%
Sissela
Throw Damage Dealt 88% → 87%
Adriana
Throw
Damage Dealt 93% → 92%
Damage Taken 94% → 95%
Adina
Arcana Damage Taken 98% → 100%
Arda
Arcana Damage Dealt 92% → 95%
Jan
Tonfa Damage Dealt 104% → 100%
Emma
Arcana Damage Dealt 98% → 96%
Shuriken Damage Taken 90% → 92%
Haze
Assault Rifle Damage Dealt 90% → 88%
Hyejin
Shuriken Damage Taken 93% → 95%
Bug Fixes & Improvements
Gameplay Improvements
Basic attacks against Guide Robot Lumi during Alert Mode no longer incorrectly grant stacks for the Adrenaline augment.
Basic attacks against Barbara’s Sentry Gun no longer incorrectly grant stacks for the Adrenaline augment.
The Wings of Light Tactical Skill module enhancement effect is now triggered in all intended situations.
Re-applying a Taunt to an already target no longer unintendedly stacks up the duration.
Visual effects are now correctly displayed when airborne is applied to a target already knocked into the air.
Advanced Tutorial 3 (Mobile Kiosk) now progresses normally.
The mouse wheel sensitivity of the Emote wheel now matches the inventory Emote Preset slots, allowing a page scroll per single scroll.
The maximum vertical camera height when zooming out in Spectator and Replay modes has been increased, providing a much more intuitive and dynamic perspective of the battlefield.
Cranes moving toward barrel drop zones now rotate at a natural, smooth speed.
Cooldown timers for the Flare Gun and Loop Card Key - γ now consistently display on the screen.
The Painkiller augment tooltip now accurately displays the correct defense increase values.
The food consumption tooltip for the Dine n' Dash augment now correctly reflects the reduced healing value during combat.
Interacting with an inactive Evidence Box now properly displays the correct message.
The tutorial camera now moves fluidly without getting stuck when focusing on a teammate.
Tombstone skins have been resized to match their proper, original design sizes.
Practice Mode: Item skill hit effects on dummies now display impact effects at the intended point.
The brightness on the Festive Neko Irem Meow Meow emote has been adjusted.
The resolution on the Bihyung Slurp emote has been adjusted.
The hitboxes for the two new Telephoto Camera skins in the ER Pass Royale are now correctly applied.
Pings (Alt + Left Click) on items inside a box no longer trigger multiple spam warnings.
2 pings (Alt + Left Click) on items inside a box no longer trigger warnings.
Double-pinging an item inside a box now allows for quick communication without immediately locking you out with a chat restriction.
Cobalt Protocol: Lighting will now be correctly applied.
The allowed limit for respawn notification pings has been doubled from 6 to 12.
Character & Weapon Improvements
Nunchaku: The floor outer indicator effect for the weapon skill Breath of the Dragon (D) now accurately matches the actual effect.
Lenox: The dancing animation for the Abyss Empress Lenox skin now plays properly from the beginning upon reuse.
Leni: The pudding animation for the Daisybear Maid Leni skin now displays correctly when resting.
Magnus: Now renders at his proper, original size during the victory animation for the Cadet Magnus skin.
Bihyung: The AoE damage effect for Ttuk-ttak! (Q) now displays correctly when the skill is used on an installation.
Shoichi: The cooldown reduction effect now triggers properly when using Risky Business (E) to eliminate Fenrir.
Sua: Character voice lines now play consistently when using skills.
Adriana: The floor animation effects for Flamethrower (Q) are now correctly displayed when wearing skins.
Abigail: The Tearing Blade (P) activation effect for the Tropical Dimension Abigail skin now aligns properly without overlapping the character model.
Alex:
A chair is no longer displayed when unequipped while wearing the Joker Alex skin.
The explosion effect for Recognition Signal (W) now displays properly when the skill is used within brushes.
Irem: Lobby animations now play their sound effects correctly without looping repeatedly on idle.
Eleven: Typos in the expanded tooltip for On Air! (E) have been corrected.
Camilo: The enhanced state effect for Vuelta (Q) now displays in the correct direction when using Rapier weapons while wearing skins.
Chiara: The effect applied when rooting a dummy with Mania (E) while wearing skins now displays exactly at the proper position.
Fenrir:
His jacket in Midnight Beast Fenrir’s lobby animation is now correctly displayed.
The tail model now displays correctly when resting while dancing.
The animation and untargetable duration for Instinctive Retreat (W2) now apply for their full intended duration when colliding with a wall.
Fiora: Now renders at her proper, original size during the victory animation for the Instructor Fiora skin.
Henry: Resting sound effects are no longer triggered unintendedly.
Lobby Improvements
The Quest Book mission to play Cobalt Protocol 3 times now properly tracks and registers all 3 required matches.
Season 11 Esports Fragments inventory count now updates immediately upon acquisition.
Archive episodes now display consistently.
The search results layout and friends list in the team lobby no longer overlap when searching for users.
Saved Plan descriptions and buttons in the Saved Plan Details window no longer overlap.
The updated team logo now displays in the Season 11 Chungnam CNJ Bundle.
Obtainable reward tooltips now display text in the correct language instead of defaulting to Korean.
The skill tab on the Character details page no longer unintendedly displays character images.
All items under Settings > Game > Advanced Settings now display in their proper, intended sizes.
Cobalt Protocol: The restricted area acceleration setting has been removed from Custom Match rule settings.
Tooltips for swapping weapon and Tactical Skill slots during the game preparation phase now correctly display in the chosen language instead of defaulting to Korean.
