2.2.0 is HERE!

VIP Rewards 👑

Meet the Brand New VIP Rewards System in Version 2.2!
We are excited to introduce a completely new cumulative bonus system for our players. Now, any of your real-money purchases bring maximum exclusive value! Please note: to access the system and start earning bonuses, you must update your game to version 2.2.
How does it work?
It is as simple as it gets: purchase crystal packs or any passes for real money either in-game or in our official web shop at store.niceplans.studio. Every such payment grants you VIP Points that fill up your reward track.
What awaits you inside?
  • Exclusive cosmetic sets: collect full themed sets, including unique limited-edition hero skins, perfectly matching weapon skins, and stylish items to customize your profile, such as titles, avatars, and backgrounds.
  • Valuable progression resources: unlock milestone stages and claim chests with valuable loot, upgrade cards, and premium currency.
New stat option for your Player Card
Along with the update, a new stat option will be added for your player card. You can now choose to display your current VIP level on your card to showcase your achievements and status to other users.
Important note
Rewards are not credited to your account automatically. To claim your bonuses, make sure to visit the special VIP Rewards screen and activate them manually as you reach new thresholds!
Update your game to version 2.2, visit our web shop at store.niceplans.studio, and be the first to collect the rarest reward collection!

Hero Balance ⚖️

Remedy
Developer Comment:
"Remedy has been sitting at one of the highest win rates in the roster, and we believe the main reason is how forgiving her Enigma's heat mechanic became. Because it cooled down so slowly after she stopped firing, players could poke, briefly let go of the trigger, and pick right back up near peak heat with almost no penalty — getting top-tier damage output without real commitment or risk. We made the cooldown much faster, so heat drops off quickly once she stops shooting, meaning she now has to commit to sustained fire to reach and hold her peak damage. To avoid over-punishing her overall performance, we lowered her maximum output at full heat and compensated by raising her base damage, so she still hits hard from the very first shot — she just can't coast on a "free" ramp-up anymore."
  • Enigma base DPS: 42.5 ➔ 46.7
  • Enigma max-heat DPS multiplier: x2.448 ➔ x2.1 (max DPS: ~104 ➔ ~98)
  • Enigma cooldown (default): 2 sec ➔ 1.5 sec
  • Enigma cooldown (perk): 4 sec ➔ 3 sec

Nova
Developer Comment:
"Nova's win rate has been consistently above where we'd like it, but no single part of her kit stood out as clearly broken — her Sentinel, her Bindshot, her Supernova ultimate, and the crit bonus on her Bindshot perk were all working together a little too efficiently. Rather than gut one specific tool, which risks killing an entire playstyle, we trimmed damage across her whole kit a bit: her Sentinel, her Bindshot, and her Supernova all deal somewhat less damage, the Bindshot takes a little longer to use again, and its crit bonus perk is less impactful. This keeps her just as flexible as before, just less efficient at converting any single interaction into a kill."
  • Sentinel damage: 52 ➔ 50
  • Bindshot cooldown: 9 sec ➔ 10 sec
  • Bindshot damage: 52 ➔ 50
  • Supernova damage: 228 ➔ 215
  • Bindshot perk crit multiplier: x2.5 ➔ x2.25

Oni
Developer Comment:
"Oni's win rate made her a clear target for this pass, and we chose to touch three separate parts of her kit rather than one: her mobility, her survivability, and her ultimate. Her Astral Dash charges were regenerating fast enough that she could reposition, disengage, and re-engage almost for free, so we slowed down how quickly they recharge. Her Phantom Grasp perk was converting damage into shields at a rate that made her unusually hard to punish in extended fights, so we brought that down. Finally, we made her Void Charge ultimate both a bit harder to charge and less rewarding through its perk. None of this removes anything from her kit — she's still mobile, still self-sufficient, still has a strong ultimate — but she'll need to be more deliberate about when she uses each piece."
  • Void Charge cost (required damage): 2100 ➔ 2200
  • Astral Dash charge cooldown: 4 sec ➔ 5 sec
  • Astral Dash charge cooldown (perk): 3 sec ➔ 4 sec
  • Phantom Grasp-to-shield conversion (perk): 50% ➔ 45%
  • Void Charge damage (perk): 136 ➔ 115

Calibri
Developer Comment:
"Calibri has struggled with a low win rate for a while, and we don't think her numbers are far off — the real problem is that her whole playstyle feels too gated by cooldowns relative to the reward. Her identity is about flexibility: swapping between her Handgun and Swan Song, slipping into Fade, and lifting herself into the air with Vortex to land accurate sniper shots from above. But with cooldowns as long as they were, that loop was too slow to really play around. We shortened both her weapon-swap and Fade cooldowns, lowered the cost of her Vortex ultimate slightly so her power spike shows up more often, and increased the flat Swan Song damage bonus granted by the Vortex perk, so committing to that risky, exposed playstyle actually pays off."
  • Handgun ↔ Swan Song swap cooldown: 7 sec ➔ 6 sec
  • Fade cooldown: 12 sec ➔ 11 sec
  • Vortex cost (required damage): 2100 ➔ 2000
  • Swan Song damage bonus from Vortex (perk): +20% ➔ +25%

Twinkle
Developer Comment:
"Twinkle's win rate has been below target, and we found two separate weaknesses: her Tiny Terror was too easy to miss against strafing or erratic targets, and her Cluster Grenade felt more like chip damage than a real threat. We widened Tiny Terror's attack cone significantly, so it's far more forgiving against moving targets, and increased its burst fire rate for a straightforward damage boost — offset slightly by a small increase to the pause between bursts, keeping the overall gain modest. We also increased the damage on her Cluster Grenade and its mini-grenades, since it was underperforming compared to similar abilities on other heroes and deserved to be a real follow-up threat rather than an afterthought."
  • Tiny Terror burst fire rate: 17 ➔ 20
  • Interval between bursts: 0.4 sec ➔ 0.42 sec
  • Tiny Terror attack cone width: 14° ➔ 17°
  • Cluster Grenade & mini-grenade damage: 32 ➔ 40