Thank you for participating in the Second Wave Beta! In this beta, we are introducing new Heroes, Game Modes, major out-of-game systems, and a variety of other features.
Please remember that everything in the beta is still in development! Just as we did during Alpha, we will continue to develop the game by listening to your valuable feedback during the Beta. Thank you for your interest and we look forward to interacting with you and making Second Wave even better!
For now, enjoy the beta!

New Heroes

Jemma Johannes
Meet Jemma, the adorable long-range DPS. She’s an adolescent girl armed with an Arcane Rocket Cannon. She can jump higher than a rabbit and is as strong as a brown bear. She hates spinach and loves bunnies! She wants to become the Animal Sheriff of Swarije. Her favorite animal in the world is her pet bunny, Clover. She may be pocket-sized, but don’t underestimate Jemma. She can carry artillery that weighs more than you or me, and she can leap six meters into the air. Whatever the crisis, she’s ready to rise to the challenge and run like a rabbit. Show your enemies who’s boss with the power of the cute and terrifying Arcane Cannon.

Veteran
Dealing damage to an enemy 5 times grants Jemma Attack Speed, which is renewed by dealing damage to an enemy while active. If the effect ends, damage must be dealt another 5 times. Dying resets the effect.

Arcane Hand Cannon
While switching modes, Jemma can perform one of two basic attacks.
 • [Peanut Mode]
Shoot in a straight line and fire a cannonball that deals Physical Damage to a single target.
 • [Watermelon Mode] Shoot in a wide arc and fire a cannon that deals Physical Damage in to nearby targets.

Arcane Mini Missile
Fires 6 Arcane Mini-Missiles, dealing Physical Damage to enemies hit.

Mode Switch
Switch between [Peanut Mode] and [Watermelon Mode].

Cannon Jump
Fire the cannon downward and jump high, dealing Physical Damage to enemies below.

Arcane Energy
Fire arcane energy, dealing Magic Damage to all enemies hit. Can be charged.

Jack Taylor
Masked, self-proclaimed explosives artist, bomb-loving psychopath Jack joins us as a goal-shooting companion. Hobby: Imagining landmarks around the world exploding. His specialty: making “cute” bombs to make it happen. To him, bombs are toys and explosions are a rush. He gets a thrill from those pyrotechnic moments when enemy blood splashes everywhere. So don’t pick up any of the dolls he throws because they’re cute – they’re gas bombs disguised as dolls, and they can be deadly. Like Hansel’s loaf of bread, Jack’s bombs don’t just go off when he hits the detonator – they go off all at once! When you see Jack, be prepared. You could be the target of one of Jack’s powerful bombs, including grenades, sticky bombs, and flaming flasks.

Mastermind
The damage of these bombs increases with the number of bombs detonated using the Detonator.

ASG Launcher
Fires a grenade from the Launcher, dealing Magic Damage to enemies.

Detonators
Jack detonates all Sticky Bombs and Gas Bombs he has placed on the map.

Sticky Bombs
Jack throws a Sticky Bomb. If it hits an enemy or monster directly, it detonates, but if it hits the ground or a wall, it sticks to that location. Bombs can be detonated with the Detonator, and if it is in the explosive range of a Sticky Bomb, Flame Flask, and/or Gas Bomb, it will explode along with it.
When detonated, it deals Magic Damage within its blast range. Enemies can attack the Sticky Bomb to destroy it. Can use up to 3 charges.

Flame Flask
Jack throws a Flame Flask, dealing Magic Damage and Knock-back. If there are Sticky Bombs or Gas Bombs in the blast area, they are detonated as well.

Gas Bombs
Jack throws a Gas Bomb. If it hits an enemy or monster directly, it will explode, but if it hits the ground or a wall, it will be pinned to that location. Bombs can be detonated with the Detonator, and if it is in the blast range of a Flame Flask, it will explode along with it.
They explode dealing Magic Damage, and if any of Jack's other bombs are within range of the smoke gas remaining after the explosion, the Gas Bomb will detonate a second time for Additional Magic Damage. Enemies can attack the Gas Bombs to destroy them. Can use up to 2 charges.

Spade Four
The mysterious Pierrot behind the red circus tent! Spade Four, the ‘offensive supporter’, has joined the party. Likes: Performing card tricks for a rabbit audience. Dislikes: Toughness and stubbornness. The circus troublemaker, don’t tell Spade Four! Hates interference and will turn you into a rabbit. Spade Four is hard to catch, bouncing in the air with the jump pad or floating around in a giant balloon. Annoy Spade Four and fireworks will be thrown at you. Your hair will go up in flames! Make Spade Four your ally and wreak havoc on your enemies with sneaky attacks.

Tumbling / Balloon Rider
Perform an extra jump midair. Holding the jump button while in midair will summon a balloon that will take Spade Four further up in the air.

Trump Card
Throw 4 cards to deal Magic Damage to enemies.

Turn into a Rabbit
Throw a hat that turns enemies into Bunnies.

Jack in the Box
Place a jack in the box down. When an enemy approaches the box, it will open and a bunny will jump out.
The bunny deals Magic Damage to nearby enemies when it jumps out, and Movement Speed Reduction to enemies who remain in the box's area afterward. Inflicts Stun on enemies that remain in the area.

Jump Pad
Place a jump pad that allows Spade Four and allies to jump high while dealing Magic Damage and Knockup when stepped on by an enemy.

Fireworks
Spade Four throws fireworks that deals Magic Damage to nearby enemies on impact. Can be used up to 4 times in a row.

Jeremy Rennon
The meticulously methodical Fighter. The ace of the Les Dimas Adventurers’ Guild! The icy, poker-faced Jeremy has entered the battle. Jeremy’s magic is infused with the power of Winter, which is why his eyes are frosty and his words are cold, but his heart is as warm as the coffee he drinks every morning! He’s become something of a Tsundere, ready to clean up the mess left by his colleague Amelda. If you become his ally, you’ll be protected by his “Ice Shield,” which provides cold, gentle protection. But be warned, as it comes with an optional annoyance. Jeremy channels his magic into his sword. He swings his sword like a whirlwind, slicing through defenses and using his keen judgment to penetrate through enemy lines. No matter the crisis, Jeremy has a clever answer. Join Jeremy, the brains of Second Wave, and let your tactics take center stage.

Unbreakable Will
When killing an enemy, or assisting in killing an enemy, Jeremy Recovers health.

One Handed Sword
Jeremy swings sword, dealing Physical Damage to enemies hit.

Ice Shield
Jeremy throws an Ice Shield. The Ice Shield blocks projectile attacks from enemies and absorbs damage until it is destroyed or until a new Ice Shield is cast.

Frost Blade
Jeremy enchants his sword with Cold. Damage dealt to an enemy while enchanted with Cold will inflict a stack of Ice Debuff on that enemy. Enemies with the stack have Movement Speed and Attack Speed Reduction. If Jeremy's Ultimate skill targets an enemy with stacks, it inflicts Stun on that enemy.

Blade Dash
Jeremy charges forward, dealing Physical Damage and inflicting Stun if he hits an enemy.

Ice Blade Auror
While inflicting an Ice Debuff on nearby enemies, Jeremy slashes at the air with his sword, casting a Blade Slash of Cold, that deals Magic Damage to enemies it pierces. Additionally, if the attack hits an enemy that already has an Ice Debuff, it will also inflict Stun.


Aegis Tefnut
Second Wave’s First Transformation Character Arrives!
Aegis, the priestess, has aligned herself with Ra, the Sun God, and Shu, the God of Darkness, as a “Support” who protects her allies with the power of both Gods. Aegis is a living temple in her own right, as both Ra and Shu live within her body. Ra and Shu manifest through Aegis’ body. When Aegis speaks warmly, Ra takes control of her body, and when she speaks seductively, Shu takes control of her body. As the Sun God, Ra saves her allies with the power of the Sun’s life-giving light, Shu, the God of Darkness, strips her enemies of their defenses like an assassin lurking in the depths of the night. Use the power of Aegis to save your allies and wear down your enemies. Harness the power of both Gods to win the Arcane War.

Power of Shu
A 1-time buff is granted to the first skill Aegis uses after transforming:
• Blazing Moonlight: Decreases Physical Defense and Magic Resistance by an additional 10, but increases the range of the explosion, and increases the Magic Damage.
• Will of Darkness: Spawned area of darkness lasts for 3 seconds longer.
• Footsteps of Shu: Teleports Aegis and grants 1 second Invulnerability.

Power of Ra
A 1-time buff is granted to the first skill Aegis uses after transforming:
• Light Shall Be With You: Increases allied healing.
• Will of Passion: The created area of light lasts for 3 seconds longer.
• Touch of Salvation: Grants the target and Aegis Invulnerability for 1 second.

Flame of Ra
Fire magical energy, dealing Magic Damage.

Flame of Shu
Fire magical energy, dealing Magic Damage.

Light Shall Be With You
Links 1 targeted ally to Aegis with light, granting the linked ally continuous Recovery.

Blazing Moonlight
Inflicts a Physical Defense and Magic Resistance Reduction debuff on 1 targeted enemy for 2 seconds. The debuff explodes after 2 seconds, dealing Magic Damage.

Will of Passion
Creates an area of light 8 metres in front of Aegis. Allies within the area are Healed and given a buff with Increased Physical Defense and Magic Resistance.

Will of Darkness
Create a dark area 8 meters in front of Aegis. Enemies within the area are debuffed with Physical Defense and Magic Resistance Reduction. Heals an ally for a small amount of Health.

Touch of Salvation
Aegis teleports to the rear of a targeted ally.

Footsteps of Shu
Aegis teleports in the direction of her Aim.

A Priestess Serving Two Gods
Transforms into Aegis (Shu), buffing her next skill.

A Priestess Serving Two Gods
Transforms into Aegis (Ra), buffing her next skill.
Hero Balancing

Dio
Hunter Panther is stronger than ever!
ASP Shotgun

Hunting Panther
Let’s go, Rex! Dio’s pet panther, Rex, is back and fiercer than ever. When Dio summons Rex, everyone will be in awe.
- In the past, Rex would attack once and then disappear. But now, after attacking, he will inflict Fear CC around him and then attack again.

ASP Shotgun
Dio’s shotgun was too powerful against larger monsters due to the scattering nature of the shots when targeting players. We made this balance adjustment because we recognize that Dio’s ability to solo monsters can be game-changing. Although nerfed, Dio’s shotgun should still be powerful against monsters.
- His basic attack will now only deal 30% of the damage it did to monsters.

Ess'el
Rework on Soul Butterfly, Imprint, Into the Darkness, and Nightmare
Base HP, Dark Slash, and Into the Darkness
Base Stats Changes
Health: 250 → 275

Soul Butterfly
Increased the amount of Soul Butterflies Ess’el can absorb to enhance her abilities and increase her playability through constant assassination.
- When Ess’el defeats an enemy, she gains a soul that bestows a unique effect based on the soul she acquires.
- When killing an enemy, Ess’el gains the following benefits:
- Restores 30 HP.
- Reduce skill cooldown by 5 seconds.
- For skills with a cooldown of less than 5 seconds, the cooldown is removed from the skill.
- Every three stacks:
- 1% increased Life Steal
- Health Regeneration is increased by 5
- Skill Cooldown Reduction is increased by 0.5 seconds
- Ess’el can obtain up to 30 souls.
- When killing an enemy, Ess’el gains the following benefits:

Imprint
Ess’el’s opponents with the Butterfly Mark used to fear her sudden appearance, but now she is unable to move behind them at any time. Nevertheless, she can now eliminate marked targets near her with greater accuracy.
- Ess’el unleashes a swarm of black butterflies that imprints a Butterfly’s Mark on enemies it hits.
- Butterfly’s Mark
- Enemies with a Butterfly’s Mark takes 10% increased damage from Ess’el. The Butterfly’s Mark lasts for a total of 4 seconds.
- Completed Butterfly’s Mark
- When the Butterfly’s Mark is completed, it will explode, enemies that have been marked with it, and took damage from Ess’el, will be stunned for 1 second.
- Detonating the Butterfly’s Mark reduces the cooldown of Imprint by 50%.
- Butterfly’s Mark

Into the Darkness
For targets facing Ess’el, the visibility of Ess’el’s cloaking situation has been improved.
- The black shadow effect surrounding Ess’el while stealthed has been increased.
- Increased Movement Speed while in Stealth.
- Increased from 30% → 45%

Dark Slash
Dark Slash now inflicts greater damage while Ess’el remains in stealth.
- Increased damage to Dark Slash by 30% while Ess’el is in stealth.

Nightmare
The final slashing motion of Ess’el’s ultimate had become a weakness, giving herself nightmares instead of her enemies, so we’re making it into a more mobile skill.
- Phase 2: Quick Attack
- Ess’el travel’s at a high speed in a more accurate star formation.
- Phase 3: Slash → Charge
- Instead of slamming her scythe down after her high speed attack, Ess’el now charges at her enemies once more, while swinging her weapon.
- The skill has been adjusted to allow Ess’el to dash in the direction of the camera and swing her scythe at any enemies she encounters.
- Instead of slamming her scythe down after her high speed attack, Ess’el now charges at her enemies once more, while swinging her weapon.

Michaela
Rework on Divine Lance and Protection of Theos
Faithful Prayer

Divine Lance
While Michaela was not looking, we revised the animation of her Divine Lance. Don’t worry, we’ve returned the Divine Lance to the Knights of the Order of Theos along with a letter explaining that it was found on a bench in Trestyn.
- After two stabs, follow up with a shield hit.

Protection of Theos
Although there was a skill that allowed you to perform a Shield Charge on a basic attack while holding a shield, it wasn’t always clear from the UI, so we’ve redesigned the Shield Charge UI to better reflect this.

Faithful Prayer
Health recovery has been slightly increased.

Batu
Rework on Four Slashes of Purgatory and Possession
Overall strength, and Possession
Base Stats Changes
Strength: 80 → 75

Four Slashes of Purgatory
Batu now swings his sword with a little more finesse.

Possession
Batu’s strength has increased, allowing him to exorcise the possessing evil spirit more rapidly.
- Reduced the increased duration for the Ultimate when obtaining kills during possession.
- Previously, obtaining a kill would increase the duration by 2 seconds, while an assist would increase it by 1 second.
- Now, obtaining a kill increases the duration by 1 second, while an assist increases it by 0.5 seconds.

Shania
Rework on Hextech Rifle LD-3981M, Sniper's Eye, and survivability
Arcane Flashbang
Shania has now returned from Marine School with some essential military sniper training. Although her unique sniper position has served Shania well, her gameplay controls were not very polished. We have made several improvements to the controls to make her more fun to play, and we’ve added a small positional penalty to match the sniper’s position.

Hextech Rifle LD-3981M
Shania’s movements impact the spread of bullets.
- When jumping or moving, shots will spread out over a small radius, even if you’re aiming accurately.
- When crouching or scoping, shots will hit based on where and how you aim.
- Modified the feel of the weapon’s recoil to feel more natural.

Sniper’s Eye
When using the scope, linear delay motion is applied.
- Select your desired scope mode in the System Settings.
-
- Activate scope only during right-click – this is the default setting.
- Toggle the scope with a single click to activate or deactivate it.
- Changed to prevent activating the scope while reloading.

Arcane Flashbang
Targets hit by Arcane Flashbang now have an additional 10% movement speed reduction.
In lieu of her long range abilities, we’ve given Shania, who has no movement skills, at least a way to deal with enemies who are closing in on her. Although this does not simplify her reaction time, it increases her chances of survival.

Cozette
Tingle-tangle and Lightning Sphere

Tingle-tangle
Overall skill damage output has been reduced.

Lightning Sphere
We wanted to reduce the number of situations where Cozette fires too many Lightning Spheres and does more damage than the opponent can handle late in the game.
- Increased the base cooldown from 3 seconds → 6 seconds.
- Overall skill damage output has been reduced.

Amelda
Rework on Charge!
One, Two!
Amelda has been dominating the battlefields of Armantia, causing a significant impact on the continent. In order to counter her influence, we have decided to slightly decrease her base stats and increase her skill cooldowns. However, we will be reducing the delay on her charge skill in order to make it feel more fluid and less jarring as she charges across the battlefield.
Base Stats Changes
Strength: 80 → 75
Health: 325 → 300
Defense: 40 → 37

One, Two!
Cooldown increased:
- 10 seconds → 12 seconds

Charge!
Reduced skill delay to improve control when using skills back-to-back.

Bernard
Adamant Body

Adamant Body
The shield’s overall health has been increased.

Merope
Base HP, Leno, Allegro, and Chaconne
Base Stats Changes
Health: 275 → 300

Leno
Merope’s musical note tempo has been increased to hit “other players’ ears faster”.

Allegro
Movement speed has been increased:
- Increased from 1.5 → 2

Chaconne
Cooldown has been reduced:
- 70 seconds → 50 seconds
Movement and Combat
During our previous Alpha test, while many of you loved the speed of our game, there were also a lot of you who were frustrated with the overly fast movement speeds. As a result, we have modified the character movement speeds to ensure that each character has a speed that is appropriate for their role.
Hero | Previous Movement Speed | New Movement Speed | Difference |
---|---|---|---|
Shania | 5 | 4.8 | -0.2 |
Bernard | 5.4 | 5.1 | -0.3 |
Cozette | 4.6 | 4.5 | -0.1 |
Amelda | 5.1 | 4.9 | -0.2 |
Ess'el | 5.4 | 5.1 | -0.3 |
Michaela | 5 | 4.8 | -0.2 |
Dio | 5.2 | 5 | -0.2 |
Merope | 5 | 4.7 | -0.3 |
Batu | 5.2 | 5 | -0.2 |
In our last Alpha test, we received a lot of feedback about the overall lack of hit feedback and dodging in the game, and we’ve been working on a number of things to improve that, as well as character controls and animation quality.
Added Camera Shaking / Hitrack Functionality
Added Camera Shaking.
- We’ve added a variety of situational camera shakes, such as when your character uses a skill, hits an enemy, gets hit, sprints and ziplines, and/or is hit by a CC skill.
- The intensity of the camera shaking can be adjusted in System Settings > Gameplay.
Hitting an enemy now has a hit effect.
- To give you a more tangible feedback on your hits, we’ve added a hit effect where the animation pauses briefly when you hit. This effect only applies to some melee attacks.
Crowd Control Animation Improvements
Fixed the knockback animation to look more natural.
Skill Usability Improvements
We have improved the usability of projectiles for all characters. We’ve fine-tuning variables such as throw speed, launch angle, and gravity.
Skill Chain Animation Improvements
We have adjusted and improved the animations of skill pre- and post-rolls to make them flow more naturally when used back-to-back. This will facilitate smoother skill chaining.
Added Controller Vibration
We have added a vibration effect when a controller is plugged in.
- You can customize the intensity of the vibration under System Settings > Controllers.
Skill Mana System
Skills will no longer require the use of Mana. The entire Mana system has been completely removed.
The mana system was a meaningful constraint that we had in place to provide strategy choices, but it didn’t work well in our last Alpha test. We decided to remove it to reduce unnecessary complexity.
Game Modes

Introducing Stone-Grab, a competitive game of “take it or leave it” in the unoccupied Arcane Stone Quarry! Four teams of three players compete on a single battlefield to collect Arcane Stones and fend off attacks. To win, work with your teammates and stand strong against attacks. Beware of being overpowered by another player, as you’ll lose all the Arcane Stones you’ve collected.
New Game Mode: Stone-Grab
- Requires 4 teams of 3 players on each team, for a total of 12 players.
- Arcane Stones can be acquired by approaching them spawned throughout the map.
- Arcane Stones will spawn regularly in the center of the map until mid-game.
- There are also hidden Arcane Stones inside some destroyable structures.
- If a player dies while holding an Arcane Stone, all Arcane Stones they were holding are dropped on the spot where they died.
- If the total number of Arcane Stones held by teammates reaches 24 or more, a Guard Time is triggered to protect the Arcane Stones.
- If you remain in Guard Time for 40 seconds, you win the game.
- If a teammate dies during Guard Time and the total number of Arcane Stones drops below 24, Guard Time is canceled.
- If you retrieve an Arcane Stone within 1.2 seconds of Guard Time being canceled, you will trigger a Save Chance to continue Guard Time.
- Depending on the number of Arcane Stones you possess, you can receive buffs that enhance your attacks.
- In Stone Grab, once you leave Base Camp, you can’t return there until you respawn.
Tutorial
- A tutorial has been added to help players become familiar with the basic controls and combat.
- After completing the tutorial, players will receive the hero Amelda.
Domination
We’ve rebalanced Domination with improvements to the monsters, and also the overall mode.
- Changed the amount of points awarded for capturing the center / 2 side control points.
- 5 points per 10 seconds / 1 point per 10 seconds → 3 points per 3 seconds / 1 point per 3 seconds.
- Added skill patterns and improved effects for Automatons and Mechanical Golems.
- Changed the amount of points awarded for killing Automatons and Mechanical Golems.
- Each time an Automaton or Mechanical Golem respawns and is killed, their point value increases:
- Automaton Kills: 125/150/175 points.
- Mechanical Golems Kills: 250/300 points.
- Each time an Automaton or Mechanical Golem respawns and is killed, their point value increases:
Item Changes
Previously, there were numerous types of items, but their stats only varied slightly, making them unimportant. Our solution was adding Item Skills to give you more strategic options based on the situation and type of enemy you’re facing, and to add more variety to your experience. This not only enhances your experience but also requires decision-making on which items to purchase based on your situation, enemy situation, and your playstyle.
Added Item Passives
Passive Names | Effects |
---|---|
Unique | Only one item effect will be applied, with a unique effect name. In cases where there are items with the same unique effect name but different abilities, only the effect of the leftmost item will be applied. For example, if an item with a unique effect called Iron Armor is purchased multiple times, the player will only receive the effect of the leftmost item. |
Eternal | Item effect activates 3 minutes after item purchase or 10 minutes after the game match starts. |
Aura | Cast a wide Area of Effect around you. Repeats at regular intervals, and the effect is stackable. Affects you and your surroundings. |
Recharge | Gauges can be charged from 0 to 100 and replenished by walking, basic attacks, or skill attacks. Once the gauge reaches its maximum capacity, all charged gauges will be consumed and skill effects will activate. Additionally, moving will result in a 5 Gauge Charge per 1 meter of movement. Movement through skills, gimmick movement, or forced movement by allies and enemies are excluded from the count.
|
Added Item Skills
Skill Name | Effect | Rarity |
---|---|---|
Celestial Protection | If your HP drops below 30% of the Max HP, you will immediately recover an amount equal to 25% of your maximum HP. 60 second cooldown | Unique |
Warmonger | For each enemy slained, you gain an additional 5 Power, up to 10 stacks. All stacks of Power are removed upon death. | Unique |
Cursed Enchantment | For each enemy slained, you gain an additional 10 Wisdom, up to 10 stacks. All stacks of Wisdom are removed upon death. | Unique |
Archmage | Gain an additional stack of Wisdom equal to 10% of your current Wisdom. | Unique |
Crush | Deal 50% more damage when attacking Shields, Barriers, or Force Fields. | Unique |
Devotion | Increases the amount of Gold you gain by 5. | Unique |
Disrupt Healing | Triggers when using a skill. For {2 seconds}, enemies you hit will have a 50% decrease in Health Regeneration. | Unique |
Rapid Fire | Activates upon landing a Basic Attack. Increases Attack Speed by 25% for 3 seconds. | Unique |
Unleashed Power | Item effect activates 3 minutes after item purchase or 10 minutes after the game match starts. Additionally increases Strength by 25 and Movement Speed by 0.5. | Unique Eternal |
Unleashed Mana | Item effect activates 3 minutes after item purchase or 10 minutes after the game match starts. Additionally increases Wisdom by 50, Movement Speed by 0.2, and grants Skill Cooldown Reduction by 5%. | Unique Eternal |
Unleashed Steps | Item effect activates 3 minutes after item purchase or 10 minutes after the game match starts. Increases Movement Speed by 0.5 and grants Skill Cooldown Reduction by 5%. | Unique Eternal |
Unleashed Armor | Item effect activates 3 minutes after item purchase or 10 minutes after the game match starts. Gain an Additional 200 Max HP, 20 Physical Defense, and 20 Magic Resistance. | Unique Eternal |
Cursed Flame | Deals Magic Damage equal to 1.5% of your Maximum HP every 0.5 seconds to enemies within a radius of 2 metres. | Unique Aura |
War Anthem | Grants 20% Attack Speed to allies within a radius of 7 metres. | Unique Aura |
Freeze | Activates upon landing a Basic Attack. Deal 10 Damage to an enemy, reducing their Movement Speed by 10% for 1 second. | Unique Recharge |
Limitless | Increases Maximum Cooldown Reduction by 50%. | Aura |
Authority | Decreases Damage Received by 5%. | Aura |
Titans | Increases Maximum HP by 10%. | Aura |
Harmony | Increases the amount of Gold gained by 10. | Aura |
Darkness | All enemies hit are granted a debuff which Reduces Physical Defense by 10 and Magic Resistance by 10 for 2 seconds. | Unique Recharge |
Curse Stigma | All enemies hit are granted a debuff which Reduces Physical Defense by 20 and Magic Resistance by 20 for 2 seconds. | Unique Recharge |
Dominion | Slaying an enemy heals you for 50 HP for 3 seconds. | Unique |
Salvation | Grant an additional 15% Physical Defense and Magic Resistance to allies within a 5 metre radius. | Unique Aura |
Item Balance Adjustments
For items, we focused on balancing prices during the last Alpha due to the extreme disparity in gold consumption between novice and experienced players. Armor items that were prominent during the Alpha are being slightly nerfed, while offensive and magical items are receiving buffs. Additionally, we are rebalancing some of the less popular trinket items from the Alpha.
Item Name | Tier | Cost | Effect 1 | Effect 2 | Effect 3 | Item Skills |
---|---|---|---|---|---|---|
Spear of Armantia | Stage 1 | 600 | Strength + 8 | Maximum Health + 25 | Health Regeneration + 50% | (Not Upgradeable) |
Crystal Ball of Armantia | Stage 1 | 600 | Intelligence + 20 | Maximum Health + 30 | (Not Upgradeable) | |
Shield of Armantia | Stage 1 | 600 | Maximum Health + 35 | Health Regeneration + 20% | Defense + 10 | (Not Upgradeable) |
Boots of Armantia | Stage 1 | 600 | Movement Speed + 0.4 | Attack Speed + 0.1 | Defense + 10 | (Not Upgradeable) |
Ring of Armantia | Stage 1 | 600 | Health Regeneration + 0.5 | Life Steal + 5% | (Not Upgradeable) | |
Wood Pole | Stage 1 | 400 | Strength + 10 | |||
Battle Axe | Stage 2 | 1200 | Strength + 20 | |||
Nunchaku | Stage 2 | 1200 | Strength + 15 | Physical Penetration + 8 | ||
Executioner's Axe | Stage 3 | 2800 | Strength + 25 | Warmonger | ||
Palm Axe | Stage 3 | 2800 | Strength + 40 | |||
Three-Section-Cudge | Stage 3 | 2800 | Strength + 30 | Physical Penetration + 10 | Crush | |
Flail | Stage 3 | 2900 | Strength + 35 | Physical Penetration + 20 | ||
Shuriken | Stage 1 | 400 | Attack Speed + 7% | |||
Dagger | Stage 2 | 1200 | Attack Speed + 15% | |||
Chakram | Stage 2 | 1200 | Attack Speed + 10% | Physical Penetration + 5 | ||
Assassin Dagger | Stage 3 | 2700 | Attack Speed + 25% | Physical Penetration + 15 | Freeze | |
Solar Eclipse | Stage 3 | 2700 | Attack Speed + 25% | Rapid Fire | ||
Sudarsana | Stage 3 | 2800 | Strength + 15 | Attack Speed + 7% | Unleashed Power | |
Wind and Fire Wheels | Stage 3 | 2800 | Attack Speed + 20% | Physical Penetration + 20 | Freeze | |
Magic Stone | Stage 1 | 400 | Intelligence + 15 | |||
Magic Book | Stage 2 | 1300 | Intelligence + 35 | |||
Wand | Stage 2 | 1200 | Intelligence + 30 | Magical Penetration + 10 | ||
Necronomicon | Stage 3 | 3100 | Intelligence + 60 | Archmage | ||
Archmage's Stratagem | Stage 3 | 2900 | Intelligence + 60 | Cooldown Reduction + 10% | ||
Erebus's Wand | Stage 3 | 3000 | Intelligence + 40 | Magical Penetration + 20 | Cursed Enchantment | |
Archmage's Wand | Stage 3 | 3000 | Intelligence + 45 | Magical Penetration + 25 | Crush | |
Half Mask | Stage 1 | 400 | Intelligence + 5 | Cooldown Reduction + 5% | ||
Face Veil | Stage 2 | 1200 | Intelligence + 10 | Cooldown Reduction + 10% | ||
Mask | Stage 2 | 1200 | Intelligence + 20 | Cooldown Reduction + 5% | ||
Dancer's Veil | Stage 3 | 2800 | Cooldown Reduction + 20% | Unleashed Mana | ||
Wedding Veil | Stage 3 | 2600 | Intelligence + 40 | Cooldown Reduction + 15% | ||
Chinese Opera Mask | Stage 3 | 2600 | Intelligence + 40 | Cooldown Reduction + 10% | Disrupt Healing | |
Masquerade Mask | Stage 3 | 2900 | Intelligence + 40 | Cooldown Reduction + 20% | Devotion | |
Cloth Armor | Stage 1 | 400 | Defense + 10 | |||
Steel Armor | Stage 2 | 900 | Maximum Health + 50 | Defense + 20 | ||
Blessed Armor | Stage 2 | 900 | Defense + 20 | Magic Resistance + 20 | ||
Mithril Armor | Stage 3 | 3000 | Maximum Health + 150 | Defense + 60 | ||
Splint Mail | Stage 3 | 3100 | Maximum Health + 180 | Defense + 30 | Disrupt Healing | |
Hero's Armor | Stage 3 | 3000 | Defense + 40 | Magic Resistance + 40 | Unleashed Armor | |
Crusader Armor | Stage 3 | 3000 | Maximum Health + 100 | Defense + 40 | Magic Resistance + 40 | Titan |
Cape | Stage 1 | 400 | Maximum Health + 70 | |||
Black Cloak | Stage 2 | 900 | Maximum Health + 100 | Magic Resistance + 15 | ||
White Robe | Stage 2 | 1000 | Maximum Health + 80 | Authority | ||
Emperor's Cloak | Stage 3 | 3000 | Maximum Health + 200 | Magic Resistance + 50 | ||
Starshadow Cloak | Stage 3 | 3100 | Maximum Health + 180 | Magic Resistance + 30 | Celestial Protection | |
Archbishop's Robe | Stage 3 | 3000 | Maximum Health + 200 | Health Regeneration + 100% | Authority | |
Cursed Robe | Stage 3 | 3000 | Maximum Health + 250 | Cursed Flame | ||
Slipper | Stage 1 | 400 | Movement Speed + 0.3 | |||
Boot | Stage 2 | 900 | Movement Speed + 0.6 | |||
Shoes | Stage 2 | 900 | Movement Speed + 0.4 | Cooldown Reduction + 5% | ||
Hermes Boots | Stage 3 | 2000 | Movement Speed + 0.6 | Unleashed Steps | ||
Combat Boots | Stage 3 | 1900 | Movement Speed + 0.7 | Life Steal + 7% | ||
Tailor's Shoes | Stage 3 | 2000 | Movement Speed + 0.9 | Cooldown Reduction + 5% | ||
Red High Heels | Stage 3 | 2000 | Movement Speed + 0.6 | Cooldown Reduction + 10% | ||
Token | Stage 1 | 300 | Maximum Health + 25 | Health Regeneration + 30% | ||
Holy Relic | Stage 2 | 600 | Maximum Health + 35 | Health Regeneration + 45% | Devotion | |
Underworld's Token | Stage 2 | 800 | Life Steal + 5% | Health Regeneration + 30% | Darkness | |
Holy Cross | Stage 3 | 1500 | Maximum Health + 150 | Health Regeneration + 30% | Harmony | |
Holy Grail | Stage 3 | 1800 | Maximum Health + 100 | Health Regeneration + 100% | Salvation | |
Ruler's Token | Stage 3 | 2000 | Life Steal + 10% | Health Regeneration + 80% | Dominion | |
Cursed Token | Stage 3 | 2300 | Life Steal + 20% | Maximum Health - 10% | Curse Stigma | |
Gemstone | Stage 1 | 300 | Maximum Health + 25 | |||
Jewel | Stage 2 | 600 | Maximum Health + 35 | Devotion | ||
Necklace | Stage 2 | 800 | Life Steal + 5% | Devotion | ||
Glittering Ring | Stage 3 | 1500 | Maximum Health + 150 | Harmony | ||
Wedding Ring | Stage 3 | 1800 | Maximum Health + 100 | War Anthem | ||
Longing Necklace | Stage 3 | 2000 | Life Steal + 10% | Darkness | ||
Cursed Necklace | Stage 3 | 2300 | Life Steal + 20% | Disrupt Healing |
New UX Changes
HUD UI Improvements
The HUD UI has been reworked.
- The overall design style and layout has changed.
- Improved UI presentation to enhance recognition of skill cooldowns and skill draw charges.
- HP bar improvements: HP reduction and HP gain animations are now more noticeable.
- Enhanced UI animations to improve recognition of enemy damage.
- Blood effects are now displayed around the screen to better indicate when the player has been hit.
- Improved the UI animation for the occupied gauge indicator so that it fills more smoothly.
Crosshair / Aim Customization
Added the option to customize your crosshair in System Settings.
- It can be found in System Settings > Gameplay > Crosshairs.
- Under ‘Type’, you can set the type of crosshair you want to use.
- Under ‘Color’, you can set the color of the crosshair you want to use.
- Under ‘Line Weight’, you can set the line thickness of the crosshair you want to use.
- Under ‘Display Accuracy’, you can set the accuracy feature for the crosshair you want to use.

In-Game Store Improvements
We received extensive feedback from the testers regarding the in-game store during our last Alpha test, and the general consensus was that it was inconvenient to see an item’s full upgrade tree while looking at the higher-tier items first. As a result, we’re reworking the UI to make it easier to see an item’s upgrade tree.
We’re revamping the in-game store UX.
- When you select an item, you’ll see its upgrade tree and can quickly purchase, upgrade, and so on, through that upgrade tree.
- Depending on whether you own the item or not, you will only have the option to either purchase or upgrade it, thereby minimizing confusion.
- After purchasing an item, you can see the changes to your character’s stats at a glance in the store UI.
System Settings and Keybinds
Added the ability to set keyboard shortcuts in the System Settings. In Controls > Keyboard / Mouse, Controllers tab, you can set keybinds for each device.
- The ‘Change Hero’ button allows you to change settings for specific heroes individually.
- If you change the settings while ‘All Heroes’ is selected, the settings for all Heroes will be changed in bulk.
Controller Support
Added Controller Support as an option for PC.
- Advanced Controller Settings now support detailed controller settings, including sight sensitivity, aim assist, dead zone settings, and vibration.
System Set Frame Limit
We’ve improved the option to select an FPS limit in System Settings. You can set it in Graphics > Preferences > FPS Limit.
- We’ve increased the Max FPS limit.
- You can now set the maximum to 30 FPS, 60 FPS, 90 FPS, 120 FPS, 144 FPS, 240 FPS, or Unlimited.

Language selection in System Settings
We’ve improved the language selection in System Settings.
- You can now set the text language, character voice language, and system voice language.
Handling AFK Players
We’ve introduced penalties for players who intentionally disconnect or do nothing during a match.
- If you receive a match-denial or match-restriction penalty, you will not be able to play for the duration of the penalty. The penalty time is proportional to the number of times you’ve been penalized.
- A reward penalty reduces the rewards you earn after the game ends. Reward penalties are removed by playing the game normally for the number of times you were penalized.
- A Game Restriction penalty is given to players who do not click the Accept button after a successful game.
- Players who do not click Accept after a successful match will be penalized on their next match attempt.
- Players who take no action during a match will receive a Match Restriction penalty and a Reward penalty.
- If a player is inactive for more than 30 seconds during a game, they will receive a warning.
- After 10 seconds of inactivity with the warning displayed, the player will be disconnected.
- The player will be able to rejoin the game when they reconnect, but will be subject to game restriction penalties and reward penalties after the game ends.
- Players who leave during a game will be subject to match restriction penalties and reward penalties.
- If a player leaves the game during a match and more than one minute has elapsed, the player is considered to have left the game.
- Players who leave a game will be able to rejoin the game when they reconnect, but will be subject to match restriction penalties and bounty penalties after the game ends.
Match Surrendering and Votes
Added a “Do Over” feature to declare a game void if a player leaves the game.
- If you have a player on your team who leaves the game between 1:30 and 3 minutes into the game, you can vote for a replay.
- The remaining players on the team, excluding the removed player, can vote to decide if a replay is warranted.
- If the replay vote is in favor by a certain percentage, the game is stopped and treated as a forfeit.
- A forfeited game does not affect the number of wins or losses.
- Depending on the mode, if the game does not end before a certain amount of time has elapsed, the Surrender Vote feature is activated.
- After the game starts, the Surrender feature is activated when the following times have elapsed:
- Domination: 7 minutes
- Three-Way Battle: 6 minutes
- Stone-Grab: 5 minutes
- You can start voting in the following ways:
- Enter the following commands in the chat: /ff, /remake, /gg, /surrender
- Select the “Abandon game” button from the menu.
- The rest of the team, except for players who are disconnected at the start of the poll, can vote to decide whether to surrender.
- Players who have left and returned to the game can also participate in the Surrender Vote, as long as they are still connected at the start of the vote.
- If the vote is in favor of surrendering by a certain percentage, the team will surrender and be immediately placed in the lowest rank at that time.
- Domination is treated as a loss.
- In Three-Way Battle and Stone-Grab, the remaining teams can continue to play, except for the surrendered team.
- After the game starts, the Surrender feature is activated when the following times have elapsed:

Killfeed Announcements
Added a Kill Announcement for players to see who is climbing the ranks and needs to be “taken care of”. Previously, super plays could go unnoticed. Now it’s clear to everyone who’s dominating the battlefield.
- Killfeed Announcements are shown to everyone in a number of situations, such as getting a First Kill, a Triple Kill or more, or taking down a player on a Kill Streak
Improved Death Camera Controls
Fixed loss of camera control on the death screen. The camera will only rotate once to the location of the enemy that killed you, after which you can rotate the camera freely.
Reward Notification Improvements
We’ve added a pop-up that shows you what rewards you’ve earned when you earn rewards like Mail and Achievements.
- When you earn a reward that you already have, you will receive either Coins or Crystals, depending on the reward.

Hero Selection Screen Revamp
The hero selection screen has been redesigned completely.
- We’ve changed the interface to handle more characters in the coming future, and you can now choose skins from within the Hero Selection window.
- You can now see your opponent’s character picks in real time.
- Duplicate character picks in “Normal Mode” are now limited to a maximum of 2 players.
You will no longer see 6-player Merope in standard matches. In the future, we’ll have unlimited modes available for Custom Matches.

Patch Notes UI
Players can now view the latest patch history for Second Wave.
- You can find it in Settings > Patch Notes.
Latest News UI
Players can check the latest news for Second Wave.
- They are displayed at the top-right of the screen.
Known Issues UI
Players can check for urgent issues in Second Wave.
- They are displayed at the top of the screen.

Improved Loading Screen
At the start of each match, players will see information about the mode and map they’ll be playing on, as well as tips for playing Second Wave.
Visual Polishing
Overall Art, Animation, and Effects
The overall art quality of Second Wave has been greatly improved. To avoid a long list of changes, we’ve narrowed it down to a short list:
- Character Art
- Improved character models.
- Improved cell-shading for the characters.
- Improved face shadows.
- Background Art
- Improved lighting quality.
- Improved collision with structures around maps.
- Improved the overall brightness and quality of existing maps.
- Improved the brightness and environment of the “Out of Match” areas, such as Social.
- Effects
- Improved hit feedback effect quality and size.
- Improved effects when in first-person mode.
- Improved Monster skill effects.
- Improved overall hero skill effects.
- Improved background objects visual effects.
Sound Polishing
Overall Sound, Effects, and Voices
The overall sound quality of Second Wave has been greatly improved. To avoid a long list of changes, we’ve narrowed it down to a short list:
- Footsteps
- Improved character footsteps to sound more natural and realistic depending on map terrain and floor material
- Character / Hero Voice
- We’ve significantly increased the frequency of dialog, so your hero’s voice will be heard in a wider variety of situations throughout the game.
- Characters’ unique personalities and traits are now more varied and prominent in their voices.
- Dodge & Attack Sounds
- The sound effects for dodging and attacking have been reworked to better describe weapon types and provide feedback.
- Skill Sound Improvements
- We’ve completely overhauled the sound effects of skill use.
- The sound effects have been improved to provide a richer sense of three-dimensionality and stereo by applying level attenuation based on the distance and angle of allies and enemies.
- UI Sound Improvements
- We’ve added UI sounds for interactivity, such as navigating menus and purchasing items.
- The enhanced UI sounds also work dynamically in-game. We’ve also added sound effects for important events, such as the “Capturing!” bar in Domination, to more clearly indicate what’s happening during gameplay.
- Ambient Sound
- We’ve added new ambient sounds for the backgrounds in all three modes.
- Dynamic 3D sound effects have also been added based on your location on the map to further immerse you in the environment.
- System Voices / Announcements
- Added new context-based system voices.
New System Features
We’re working on a variety of systems to help you customize your character, use them in-game, and interact with your users. These features will be regularly updated.
Skins
Allows you to change the appearance of your Hero. These can be set for each character in the Hero’s Library > Skins. We’re working on skins for all characters, but only “Dio” and “Merope” are available in this beta for feature testing.
Spray
Spray allows you to display an image of your choice on your in-game wallpaper. You can set this up for each character in Hero Pool > Social Expressions.
Emotes
Use emotes to communicate with other players. These can be customized for each character in your Hero Pool > Social Expressions.
Voice Signals
Use voice signals to communicate with other users. You can customize them for each character in your Hero Pool > Social Expressions.
Zipline Effect
Get a special effect when zip-lining. You can customize this for each character in your Hero Pool > In-Game Effects.
Sprint Effect
Get a special effect when you sprint. You can set this for each character in Hero Pool > In-Game Effects.
Kill Feed
If set, your killfeed will be specially decorated in-game. You can set this per account in the Collections UI.

Triumphs
This feature adds Triumphs (Achievements) that can be earned by fulfilling certain conditions in-game.
- You can earn Triumph Score Rewards by completing Triumphs that increase your Triumph Score.
- Each triumph has a Triumph Level, and you can earn various rewards such as avatars, titles, and kill feeds by increasing the level of each triumph to a certain level.
Missions
We’ve added new missions to coincide with the addition of the new modes.
Quick Match
We’ve added a Quick Match feature. In the Lobby > Game Mode Selection UI, you can select Quick Match and play the mode that matches first, irrespective of the mode.
We’ve added a Mail feature.
- You can now receive rewards through your mailbox.
- You can access your mailbox from the Lobby > Mail icon in the top right corner.
- You can see up to 200 sent and received messages at a time.
Player Reporting / Blocking
We’ve added the ability to report and/or block players.
- You can report or block a player by selecting the player you wish to report or block from the Social UI or from the Game Results window.
Introducing the Premium Store
In this Beta, we’re testing some of the features of the Premium Shop, and you’ll be able to purchase all released Heroes and some cosmetic items. Your account will be credited with the necessary currency to purchase as much as you want, so don’t hesitate! No, real-life money is not required and is not functional at this point in time. All Crystals / Currencies will be free to players in this Beta.
Known Issues
Known Issues and Bugs Support
We’ve added a “Known Issues and Bugs” section to our support site to better assist players looking for issues with the game or possible bugs they may want to report. We will continue to update this page, and as bugs are fixed, they will be removed from the list.
- The support site is support.challengersgames.com.