May 19th, 2023 Update Patch Notes
The Onmyoji Arena May 19th, 2023 Update sees Yuki Onna’s Dreamland Walker series skin, Royal Daybreak Rose, will be available.
New Skin Now Available
Royal Daybreak Rose
The other ruler of Wonderland—the White Queen Yuki Onna. Unlike the transcendent Red Queen Kingyo, the White Queen Yuki Onna is a more steadfast ruler. Despite her cold exterior, the kingdom she rules live in peace and harmony. The White Queen’s castle is filled with white roses planted by the citizens who adore her.
Yuki Onna’s Dreamland Walker series epic skin, Royal Daybreak Rose, will be available in the Skin Shop from May 19th onward! Get 12% off from May 19th to May 25th, 2023. Don’t miss out!
Latest Events
Special Wheel
Event Period: May 19th after maintenance to June 15th, 2023
The Special Wheel is now available! Participate in the event for a chance to draw for Skin Chests and obtain rare, epic, and dyed skins! Other generous rewards that await you include Auspicious Daruma and Skin Tokens.
Fortune Shop
Event Period: May 19th after maintenance to June 15th, 2023
The Fortune Shop is renewed and back for a limited time. Enjoy three discounts of 30%, 40%, and 50%! Come choose your purchases!
Hundred Battle Challenge
Event Period: May 19th after maintenance to May 25th, 2023
During the event, use Yuki Onna’s Dreamland Walker series skin, Royal Daybreak Rose, to complete designated quests to claim rewards including Prayer Ema, Return Cursed Seal Lucky Gift Boxes, and Coin Bags.
Wish Fulfilled
Event Period: May 19th after maintenance to June 1st, 2023
The Wish Fulfilled event is now available! As it coincides with May 20th, during the event, you can enjoy a random 10 to 200 Jade discount when you send complete gifts to friends via Wish Tags! There’s even a chance of obtaining a refund of the full amount of Jade (applies only to items that cost more than 200 Jade)!
Special Offer Packs
Event Period: May 19th after maintenance to June 1st, 2023
During the event, Special Offer Daruma Packs, Special Offer Skin Token Packs, and Special Offer Coin Packs will be available for a limited time. Don’t miss out!
Balance Adjustments
Ibaraki Doji
Ibaraki Doji is a Great Spirit but it is currently very difficult for him to enter the battlefield as a Samurai. The primary reason being the current bonus received from his DPS set is too low. We want to increase the attack bonus for some of his abilities without changing the power of his Defense set.
Passive: Demonic Might
Adjusted Armor value from 3.5% of bonus Max HP to 6 (+3*current level) (+2% of bonus Max HP).
Ability 3: Six Realms of Hell
Adjusted base value from 25/35/45/55/65 to 26/32/38/44/50.
Adjusted Attack Damage Bonus from 14%/18%/22%/26%/30% to 16%/22%/28%/34%/40%.
Ultimate Ability: Infernal Hand
Increased damage delay from 0.8 seconds to 0.55 seconds.
The damage is adjusted from 260/500/740 (+25%/30%/35% of target’s missing health) spell damage to 250/450/650 (+100% bonus attack damage) (+15% of target’s missing health) true damage
The immobilization time is adjusted from 1 second to 0.8 seconds.
Yokinshi
Yokinshi’s current performance in combat is only average. In particular, he has difficulty gaining a lane advantage in the early and mid game. That’s why we’ve increased his Ability 1: Arpeggio damage to increase his lane pushing speed and burst damage in the early and mid game, to better improve his overall performance.
Ability 1: Arpeggio
Increased first stage damage from 60/85/110/135/160 to 60/95/130/165/200.
Increased second stage damage from 90/127.5/165/202.5/240 to 90/142.5/195/247.5/300.
Hannya
Hannya’s current survivability and room for error in teamfights are quite low, so we’ve raised the Attack Damage and Armor and Magic Resist increase while Hannya is in melee mode and shortened the cooldown for his Ability 3: Quake Mask while in melee mode. We hope this will increase his teamfight survivability and control capabilities and allow him to break through enemy lines in melee mode.
Ability 3: Quake Mask (Melee)
Reduced cooldown from 12/11.5/11/10.5/10 to 12/10.5/9/7.5/6.
Ultimate Ability: Inner Demon
Increased Attack Damage increase from 40/60/80 to 50/75/100.
Will now receive 10% Bonus Armor and Magic Resist in melee mode.
Vampira
Vampira’s performance is still better than expected after our last adjustment. Continuously absorbing HP on the battlefield is Vampira’s specialty but it has become a little excessive. It allowed Vampira to constantly maintain an advantage while laning. We’ve now reduced the damage and healing effect of Ability 2: Blood Boost to reduce her suppression capabilities during laning and her sustained combat capabilities in teamfight.
Ability 2: Blood Boost
Reduced healing effect from 10/15/20/25/30 (+15% of Ability Power) to 10/14/18/22/26 (+10% of Ability Power).
Reduced healing effect on shikigami from 30/45/60/75/90 (+45% of Ability Power) to 30/42/54/66/78 (+30% of Ability Power).
Reduced damage from 90/155/220/285/350 (+45% of Ability Power) to 70/130/190/250/310 (+45% of Ability Power).
Reduced singular maximum healing from 100/150/200/250/300 (+150% of Ability Power) to 80/112/144/176/208 (+80% of Ability Power).
Menreiki
It is difficult to predict if Menreiki’s Ability 1: Spirit of Kawakatsu can accurately hit a target, and its overall damage is too scattered, resulting in Ability 1: Spirit of Kawakatsu not feeling like it does enough damage. That’s why we’ve adjusted the damage-dealing structure for Menreiki while keeping her lane-clearing capabilities unchanged. We hope to concentrate damage on Ability 1: Spirit of Kawakatsu and want to balance his strength in teamfight and solo fight scenarios. We also hope to optimize the issue where it’s difficult to determine if the masks in her Ability 3: Forbidden Face have been filled up with magic power and offer a better experience for fans of Menreiki.
Ability 1: Spirit of Kawakatsu
Reduced lateral deviation when releasing magic power.
Increased Ability Power bonus from 0.225 to 0.375.
Adjusted damage from 45/65/85/105/125 to 55/80/105/130/155.
After hitting a shikigami in the Seven Masks state, damage dealt to the shikigami behind them weakens by 25%, up to 25%.
Adjusted the damage dealt to minions from 130% to 100%.
Ability 2: False Face
Increased Ability Power bonus from 0.6 to 0.4.
Adjusted from 90/140/190/240/290 to 60/100/140/180/220.
Ability 3: Forbidden Face
Added a characteristic bar indicator.
Passive: Spirit Infusion
Removed level growth.
Ultimate Skill: Seven Masks
The actual duration is adjusted from 12/14/16 to 12 seconds.
Ichimokuren
Ichimokuren is a little weak during laning, lacking in the ability to control and restrict enemy shikigami abilities. That’s why we’ve increased the control capability of Ichimokuren’s abilities to allow him to better restrict enemy shikigami. We’ve also increased Ability 3’s shield value so he can better protect himself and his Marksman during early game laning. To balance this, we’ve reduced the haste of Ability 3: Wind Amulet: Proof and the duration of Ultimate Ability: Fujin’s Blessings.
Ability 1: Wind Amulet: Damage
Adjusted Slow effect from 40%/42.5%/45%/47.5%/50% to 60%/62.5%/65%/67.5%/70%.
Ability 2: Wind Amulet: Reprimand
Adjusted control duration from 0.8 seconds to 1 second.
Ability 3: Wind Amulet: Proof
Adjusted shield base value from 60/115/170/225/280 to 80/135/190/245/300.
Adjusted Haste effect from 30%/35%/40%/45%/50% to 20%/22.5%/25%/27.5%/30%.
Ultimate Ability: Fujin’s Blessings
Adjusted duration from 3/3.25/3.5 to 2.5/2.75/3 seconds.
Yumekui
Yumekui seems a little weak, with his damage lacking while using his DPS set, making it difficult for him to be a threat to enemy DPS. That’s why we’ve increased Yumekui’s damage and the recovery received from his Ultimate in hopes of improving his performance. Because Yumekui’s Ultimate Ability: Dream Invader is vital for his self-recovery capabilities, he will not be able to gain the full benefits from eating with a shorter Ultimate duration. To make up for this, we’ve extended the time Yumekui will be able to enter enemy shikigami’s dreams. In addition, we’ve also optimized how it feels to cast Ability 2: Dreamy Foam while Ability 1: Speedy Spin is active to offer players a better gameplay experience.
There is no longer a pause when casting Ability 2: Dreamy Foam while Ability 1: Speedy Spin is active.
Ability 1: Speedy Spin
Adjusted damage from 70/110/150/190/230 (+50% of Ability Power) to 110/150/190/230/270 (+75% of Ability Power).
Ultimate Ability: Dream Invader
Adjusted damage from 60/80/100 (+15% of Ability Power) to 60/80/100 (+35% of Ability Power).
Adjusted self recovery from 50/75/100 (+10% of Ability Power) (+5% of HP Lost) to 60/90/120 (+10% of Ability Power) (+6% of HP Lost).
Adjusted time to enter shikigami dreams from 5 seconds to 8 seconds.
Enenra
Enenra is a little weak, with her Ability 1: Greedy Spirit being more useful as a self-defense ability and her Ability 3: Shadow Maze becoming less useful after the laning phase. We wish to optimize these problems, so we’ve increased the range of Ability 1: Greedy Spirit and the bonus granted by Ability 3: Shadow Maze when hitting multiple targets with the hopes that Enenra players will be able to better utilize her in teamfight and attack scenarios.
Ability 1: Greedy Spirit
Increased range from 800 to 875.
Ability 3: Shadow Maze
Adjusted Ability 3’s damage reduction rate from 40% to 30%. Adjusted base damage from 65/115/165/215/265 (+40% of Ability Power) to 70/125/180/235/290 (+45% of Ability Power).
Ootakemaru
Ootakemaru is currently too powerful at jungling. We hope to weaken his jungling performance without affecting his regular performance in the Top lane. There is also the issue where hitting enemies with Otakemaru’s Ability 1: Hillcry: Thunder varies too greatly depending on the range. It’s not an experience we want for a prerequisite ability. We hope to optimize these issues while maintaining some elements of the varied hit range to improve the experience of Ootakemaru players.
Ability 1: Hillcry: Thunder
When hitting an enemy at close or long range, the ability can be used again while recharging the Magatama Jade. When hitting an enemy from far away, grants an additional 35% Haste effect.
Adjusted the damage dealt to monsters to 90%.
Yuki Onna
Most of Yuki Onna’s control abilities have a long delay, resulting in low ability stability and also weakening her active attack capabilities. As such, her position in combat tends to lean towards defense and counter. Yuki Onna’s Ultimate Ability: White Out is also too strong in control. To resolve these issues, we’ve reduced the ice crystal explosion delay for Ability 1: Dusk Snows and adjusted the structure of her Ultimate Ability: White Out. We hope this will increase her active capabilities in teamfight, stabilize her abilities, and grant her destructive damaging capabilities.
Ability 1: Dusk Snows
Reduced the delay for ice crystal explosions from 1 second to 0.9 seconds.
Ultimate Ability: White Out
Reduced the freeze effect that deals damage three times from 1.3 seconds to 0.8 seconds.
Now each time a target is damaged by the ability, subsequent damage will increase by 15%, up to a maximum of 160%.
Reduced singular damage from 100/130/160 (+0.4 of Ability Power) to 90/115/140 (+0.4 of Ability Power).
Item Adjustments
Certain Magic grants shikigami fairly high sustained Haste and Slow capabilities. This speed difference tends to grant shikigami flexibility and higher room for error that they should not have in their position in the mid and late game. That’s why we’ve reduced the Haste and Slow effects granted by Shadow Fan and Marsh Moon.
This time, we hope to use Mandala Sutra to grant a vital stat required by burst-type Mage shikigami in the early game, giving them better deterrence capabilities in the early to mid game, but the other first item for Mage shikigami, Shichimen Tennyo, relies on the highly cost-effective small piece Ningyo Soulstone before fusion, easily giving shikigami an advantage during laning. So we’ve raised the cost-effectiveness of its fusion part, Soul Infusion, to give shikigami using Mandala Sutra better deterrence capabilities in the early to mid game.
The damage bonus granted by Righteous Jade Echo is a little too high, giving certain shikigami too many benefits. Some shikigami who are not suited for sustained combat also tend to prioritize Righteous Jade Echo, so we’ve decided to readjust certain values so that even with three enchantments, players will have cause to consider their options.
Marsh Moon
Reduced Movement Speed reduction from 30% to 24%.
Shadow Fan
Reduced the Haste from each stack from 3% to 2.25%.
Soul Infusion
Added +10 Magic Penetration.
Righteous Jade Echo
Evil Suppression Enchantment: Reduced each instance of true damage from 12 (+4*current level) to 10 (+3.5*current level).
Minion Wave Adjustments
Super Minions are a direct manifestation of a dominant team’s advantage in operations and combat in early game. They are also a tool for ensuring games do not carry on for too long. However, Super Minions are currently too focused on pressuring the other team, resulting in certain situations where both dominant and disadvantaged teams are negatively affected by their presence. For example, the unlimited growth of Super Minions’ stats can result in slower minion clearing in the late game, or the Super Minions destroying a Camp too quickly when it’s undefended. We hope to reduce the negative experiences brought about by Super Minions in the late game while maintaining their function of keeping games from going on for too long.
Super Minion stats: After 20 minutes, Super Minion stats will stop growing.
Camp damage coefficient: Reduced damage dealt by Super Minions to Camps to 90%.
Camp stat adjustment: Once a second highland turret is destroyed, the Camp’s Armor, Magic Resist, and damage dealt to shikigami will start to gradually decrease (nothing will change if only one highland turret is destroyed).
Optimizations and Adjustments
Fixed the issue where EXP gained from Kraken, Namazu, and Shinkiro are different.
Fixed the issue where the upper and lower River Daruma have different stats.
Adjusted the casting logic for Vampira’s Ability 1: Blood Bats. The first stack will no longer have the bat flying animation. Also increases the speed of recalling the bats.
Free Shikigami Lineup Adjustments
We will change the lineup of the limited-time free shikigami at 5:00 AM on May 22nd, 2023. The new free shikigami will be Tesso, Ebisu, Jorogumo, Hone Onna, Menreiki, Aobozu, Kyuumei Neko, and Shiro.
Onmyoji who own the God of Fortune Month Pact will have the additional free shikigami Yamausagi and Suzuka Gozen.
Of these shikigami, Shiro has a difficulty of Hard. Onmyoji who have been in Heian-kyo for less than 7 days can’t use him in battle for free.