Developer Notes
Balance Objectives
The key balance concerns in the current game are:
- There is a bug causing defense to not prevent damage to health.
- There is a bug causing root to act as a stun in certain cases.
- The Will status is too effective.
- The gap in power between the best and worst heroes is too large.
We have a client update coinciding with the release of Season 2 that should hopefully fix the existing issues with root and defense. We anticipate that there will likely need to be some balance changes in Season 3 to adjust to these changes, but we have decided to not make any speculative changes based on them for Season 2 and instead learn from how these mechanics behave over the course of the season.
We are also aware of several stability issues related to Skaarg and stuns, and while fixes are on the way for these issues, they are outside the focus of balance.
The Will status has turned out to be significantly stronger per-point than was expected pre-launch, and it is exacerbating the issues that currently exist with the high rate of skills and fast pace of matches. We are still investigating a longer term solution for skill rate, but for the time being we cut the values for all positive will effects roughly in half. We also increased the value of effects that were dependent on Will per-point to compensate for the increased difficulty of gaining it. Effects which reduce Will have been decreased to a much lesser degree, as they were not causing this type of problem, but we will continue to evaluate them.
In service of making sure every hero has a use, we believe that the power gap between the strongest and weakest heroes is currently too large. Our intent is not to achieve a perfect balance where all heroes are equally useful, but the current state of affairs is in need of improvement. To accomplish this, we targeted several nerfs at over-performing characters, especially those which were not nerfed in the last pass and are not heavily affected by the upcoming bug fixes. We also targeted several buffs at under-performing characters. This is an ongoing objective, and we will be returning to it in future balance passes as well. Details on specific heroes affected by this are below.
How To Read Stats:
All power derived stats are listed here using a base power of 100. That includes damage, health, and defense. You can calculate the actual value for a character of given power by multiplying the value by that hero's power, then dividing by base power, which is 100. For example, if a note here says that a character has 250 health, then that character with 1000 power would have 2500 health.
Updates & Changes
![]() Leonardo |
![]() Rallying Charge |
Level 2+ |
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![]() Leadership |
Level 2 Bug Fix: Fixed an issue that caused will to not be given. |
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![]() Got Your Back |
Level 1+ Level 2 |
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![]() Strike Together |
Level 1+ Level 2 |
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“We are happy that Leonardo has come into his own since being underrated at launch, but the amount of strength he was outputting by high levels turned out to be a bit too much. We believe that the main culprits were the way Strike Together scaled with multiple allies and the fact that Rallying Charge was both a high damage attack and a strong damage buff. To fix this, we gave Leo’s passives a few off switches that enemies with the right debuffs can press, increased Strike Together’s baseline performance but reduced its overall potential, and reduced the strength from Rallying Charge rather than reduce its damage.”
![]() Donatello |
![]() Thorough Analysis |
Level 1+ Level 2 |
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![]() Integrated Systems |
Level 1+ Level 2 |
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“Donatello needed a bit of help to reach the true potential we all know he has. Aside from the defense issue, which is a problem all supports faced, his biggest problem was weak Passive skills, so we gave them a full revamp, and used them to enhance his specialty as an armor and barrier manipulator.”
![]() Splinter |
![]() Unyielding Spirit |
Level 1+ Level 2 |
![]() Shredder |
Health: 200 → 220 | ||
![]() Get Them! |
Level 1+ Level 2 Added Effect: Inflict -10 defense and -5 armor and will for 10 seconds for each ally at range 1 of the target. |
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![]() Bladed Armor |
Level 1+ Level 2+ |
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![]() Foot Clan Usurper |
Level 1+ Level 2 |
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“Shredder was not measuring up to his reputation as the leader of the Foot Clan and all-around Bad Dude. Rather than just making Shredder try to compete with pure damage Brawlers like Casey, we’ve primarily enhanced his Trickster skills to give him a different strong point. We buffed Get Them! and redesigned Foot Clan Usurper into a unique team-wide debuff skill which acts as a dark inversion of Splinter’s Ninja Master skill. We also bumped up his health a bit and made his Bladed Armor affect his attacks as well.”
![]() April |
![]() What a Scoop! |
Level 1+ Level 2 |
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![]() Power of the Press |
Level 1+ Bug Fix: Fixed an issue where this skill would still work while stunned or silenced. |
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![]() Krang |
![]() Visorbeam |
Level 1+ Level 2+ Level 3 |
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![]() Android Body |
Level 2 Increased Effect: Gain +0.5 extra armor and barrier per will → Gain +1 extra armor and barrier per will. |
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![]() Genius Warlord |
Level 1+ Level 2 |
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“Due to being a late-game character, Krang was not targeted by the Season 1 changes which reduced the damage of tanks, especially their area of effect damage. We are correcting that here by replacing some of his damage with debuffs, in addition to the heavy impact of the game-wide changes to Will.”
![]() Rocksteady |
Attack Range: 2 → 1 |
![]() Casey Jones |
![]() Goongala |
Level 1+ |
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![]() Hole In Two |
Level 1+ Reduced Effect: Gain +100 armor for 2 seconds. → Gain +60 armor for 2 seconds. |
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![]() Vigilante Fury |
Level 1+ Reduced Effect: Gain +5 strength for 10 seconds. → Gain +3 strength for 10 seconds. Bug Fix: Fixed an issue where this skill would still work while under 0 will. |
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“Casey’s update last season was a bit too effective. We are scaling back the armor from Hole In Two, and reducing the rate at which he gains strength from Vigilante Fury. The bugfix to Goongala means that Casey can pump out a lot more damage a lot sooner, so overall we expect the new Casey to hit harder in the medium term but not build up quite so far.”
![]() Baxter |
![]() Field Research |
Level 1+ Level 2+ |
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![]() Lord of the Flies |
Level 1+ Level 2 |
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![]() Super Irma |
![]() Antimagnet Beam |
Level 1+ Moved Effect from Level 2 and Increased: Inflict disarm for 2 seconds. Level 2 Added Effect: Inflict -50 strength and/or focus for 6 seconds to targets over 50 for each respective status. |
![]() Tokka |
Attack: 8 → 6 |
![]() Rahzar |
![]() Howl |
Level 1+ Bug Fix: Fixed an issue where the first level of this skill did not give haste. Increased Effect: Give +20 haste for 10 seconds → Give +40 haste for 10 seconds. |
![]() Dregg |
![]() Brain Drain |
Level 2+ |
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![]() Galactic Conqueror |
Level 1+ Level 2 |
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![]() Napoleon |
![]() Snap Strike |
Level 2 |
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![]() Leapfrog |
Level 2 Increased Effect: Gain +20 haste for 5 seconds → Gain +50 haste for 5 seconds. |
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![]() Crack the Whip |
Level 2 Level 3 |
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![]() Thunderous Lashes |
Level 1+ Level 2 |
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![]() Bully Whip |
Level 1+ Level 2 |
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“Napoleon was suffering from a combination of an awkward skillset and an anti-defense identity, which was pointless in the context of a game where defense didn’t work. The new Napoleon is still an anti-defense specialist, but his skills are now refined to focus on applying debuffs via attacks and gaining more attacks with haste.”
![]() Genghis |
![]() Heavy Chop |
Level 1 Level 2+ |
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![]() Axe Spin |
Level 1+ Level 2 |
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“Like Krang, Genghis is a tank who was mostly untouched by the Season 1 changes to tanks. He has not been as disruptive, however, so the changes here are much smaller.”
![]() Zak |
![]() Extradimensional Moves |
Level 1+ Bug Fix: Fixed an issue where this skill would still work while stunned, rooted, or slowed. |
![]() Granitor |
![]() Stone Stance |
Level 1+ |
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![]() Rock-it Launcher |
Level 1+ Level 2+ |
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![]() Stone Skin |
Level 2 Removed Effect: Gain +30 armor if above 50% health. Added Effect: Gain +0.25 strength per armor. |
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![]() Loyalty to Krang |
Level 1+ Level 2 |
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“Granitor was unreleased outside of a 3* available to beta players, but he was causing a lot of issues to players in the campaign. Much like Krang he was a tank who did a lot of area damage and gained bonuses to Will. We have reduced his damage and redesigned his Loyalty to Krang ability to give bonuses to other high-Will characters rather than having Granitor gain Will himself. With these changes we expect that we will be able to make Granitor available again in the near future.”
![]() Mondo Gecko |
![]() Skateboard Smash |
Level 2 Bug Fix: Fixed an issue that caused this upgrade level to be impossible to unlock. |
![]() Mona Lisa |
![]() Volatile Mix |
Level 2+ Level 3 |
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![]() Expanded Studies |
Level 1+ Level 2 |
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![]() Fortifying Recipe |
Level 1+ Level 2 |
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“We’ve mixed up some new changes to Mona Lisa’s kit. Expanded Studies now provides more damage, which should help emphasize her secondary Blaster role. Her revamped Fortifying Recipe is much simpler and more consistent, while still providing her signature status resistances. The new Mona Lisa has less reliance on Will but is stronger in other areas.”
![]() Slash |
![]() Furious Retribution |
Level 1+ Bug Fix: Fixed an issue where this skill would still work while stunned, rooted, or slowed. |
![]() Karai |
![]() Sharpened Senses |
Level 1+ Bug Fix: Fixed an issue where this skill would still work while stunned, rooted, or slowed. |
![]() Zorax |
![]() Triceraton Military Training |
Level 2 Reduced Effect: Gain +5 will for each other ally at range 2. → Gain +2 will for each other ally at range 2. |
































































