
Dear Pilots:
Maintenance begins on April 10 at 00:00 (UTC+8). The game will be unavailable during this time. Expected duration: 8 hours (subject to change). Please check official announcements for updates if extended.
After maintenance, all Pilots will receive 1,000 Mission Tokens (not counted toward season totals). Log in within 14 days to claim the reward via Mail.
The main changes in this update include:
Parry range for Complex Shield narrowed: angle changed from 60° to 40°.
The Striker's combat stats are greatly reduced due to low terrain compatibility.
Aquatic Adaptability
Strikers can now transform underwater.
Level A: No change
Level B: -10% → -2%.
Level C: -20% → -4%
Level D: -30% → -6%.
Level E: -40% → -8%.
Ballistic damage: -30% → -10%.
Energy damage: -40% → -10%.
Lunar Adaptability
Level A: +20% → +8%
Level B: +15% → +6%
Level C +10% → +4%
Level D: +5% → +2%
Level E: No change
Main Weapon [Basic Warblade]
Boost Attack speed: 185 m/s → 200 m/s.
Boost Attack startup Energy cost: 2800 → 2000.
Damage: 5500/6000/3000+4000 → 7000/7500/4000+5000.
Downward slash damage: 9,000 → 11,000.
Sidearm [Assault Warblade]
Shockwave velocity increased, Energy Consumption: 3,500 → 2,800.
Plunging Strike damage: 9,000 → 11,000.
Rapid slashes can no longer be parried by shields. The damage range has been slightly increased.
Spinning Slash start-up reduced by 0.1s, interval between two Spinning Slashes shortened by 0.2s.
Basic Attributes
Reticle Size: 500 → 550.
Main Weapon [Energy Autocannon]
After shooting with the Energy Autocannon, the recovery time is reduced by 0.3s, allowing for faster subsequent shooting or charging.
Sidearm [Induced Sword]
Post-Armor Purge Boost Attack speed: 190 m/s → 200 m/s.
Post-Armor Purge Boost Attack Startup Energy cost: 3,000 → 2,000.
Aux 1 [Battle Halberd]
Armored Form Boost Attack speed: 175m/s → 190m/s.
Armored Form Boost Attack startup Energy cost: 6000 → 3500.
Shortened the post-attack delay for the second and third slashes of the Battle Halberd in ALYSNES's Armored Form.
Aux 2 [Gauss Cannon]
Projectile travel speed increased.
Basic Attributes
Lock-on Time: 0.7s → 0.5s.
Energy Regen (Depleted): 34% → 50%.
Main Weapon [Lance]
Instant Damage: 7,000 → 20,000.
When the Lance is not charged, using the Shield Blade enables faster follow-up Lance attacks.
Aux 1 [Shield Blade]
Boost Attack speed: 180 m/s → 200 m/s.
Boost Attack startup Energy cost: 4,200 → 3,200.
Aux 2 [Booster Kit]
Can now be used while Immobilized.
Basic Attributes
Lock-on Time: 0.7s → 0.5s.
Main Weapon [Heavy Battleaxe]
Boost Attack startup Energy cost: 6,500 → 4,000.
WELKIN can now slowly ascend during Battleaxe Whirlwind.
Sidearm [Heavy Howitzer]
Damage per shot: 12,500 → 13,500.
Aux 3 [Defense Field]
New effect: While activated, self Fluid Armor Regen increased by 100%.
Skills will not be interrupted during Immobilization.
Aux 3 [Phantom Jetwing]
Instant Energy Regen on activation: 50% → 80%.
Duration: 10s → 12s; returns 1s cooldown for each second ended early, cooldown range 11–22s.
Aux 1 [Sling Grappler]
Now, when MIKILLJA uses Aux 1 to capture a target and crosses the Gracelynn Skycity map boundary, the capture will be automatically interrupted.
Basic Attributes
Lock-on time: 0.8s → 0.6s.
Energy Regen (Depleted): 28% → 38%.
Sidearm [Energy Missile]
Charge time: 12s/shot → 9s/shot.
Damage: 3,200*15 → 2,400*15.
Aux 1 [Jamming Missile]
Missile Lock-on Range: 100m → 150m.
Aux 3 [Missile Dispenser]
Charge time: 15s/shot → 12s/shot.
Missile damage per shot: 2,800 → 2,200.
Aux 2 [Rapid Assault Mode]
Air Energy Regen: 400/s → 600/s
Aux 3 [Electro-trail]
On release, the missile's initial outward throw angle is reduced, the missile's collision detection range is increased, and accuracy for close-range releases is improved.
Main Weapon
Single shot damage (Biped Form):550 → 900
Aux 1 [Recon Kit]
Maximum Cooldown: 30s → 24s, returning 1.5s cooldown for each second ended early; cooldown range: 8–30s → 8–24s.
Aux 2 [Corite Jammer]
Cooldown time returned per 1 second early termination: 3s → 2.4s. (Minimum cooldown time: 3s → 6s)
Basic Attributes
Energy Regen (Depleted): 35% → 48%.
Depletion regen duration: 5.8s → 4.8s.
Basic Attributes
Energy Regen (Ground): 5,600 → 7,000.
Energy Regen (Depleted): 35% → 55%.
Fluid Armor Regen: 720 points/sec → 1,000 points/sec.
Aux 2 [Turret Form]
Elevation angle increased: 20° → 25°.
Horizontal rotation angle increased: -40° to 40° → -50° to 50°.
Basic Attributes
Energy Regen (Ground): 5,300 → 6,600.
Energy Regen (Depleted): 35% → 58%.
Main Weapon [Gatling Gun]
Damage: 165 → 200.
Increased the fire control's predictive angle, improving accuracy against long-range units.
Sidearm [Heavy Gatling Gun]
Increased the predictive angle of fire control to improve accuracy against long-range units.
Aux 2 [Turret Drone]
Damage: 6,000 → 4,000.
Basic Attributes
Energy Regen (Depleted): 30% → 50%.
Basic Attributes
Energy Regen (Depleted): 25% → 32%.
Basic Attributes
Energy Regen (Depleted): 30% → 35%.
Operation VERGE, Ace Arena
Mods will no longer be effective in Casual Mode.
During Ace Arena operations, Modular Weapon crates will no longer spawn.
Mashmak
After Execution, mods are no longer lost or dropped.
Single ammo stack limit increased from 20 to 40. Ammo already in Inventory will not have its stack size updated automatically. The stack size will be updated when Pilots manually equip or unequip the ammo.
Mashmak Free-for-all on Normal and Extreme difficulty now also drops Restricted Zone Key.
Optimized terrain detection for Mashmak Airdrop Device deployment; it can now be summoned normally on water surfaces and certain sloped, rugged terrain.
Missions
PVP weekly mission system optimized with more general missions, lowering the completion threshold.
Changed mission requirements involving specific map actions from being restricted to a single Striker to all Strikers. (e.g., 'Pilot ALYSNES in Eye of Misra or Vigil Imbrium to upload keys and achieve 20/40/60 points.' changed to 'Pilot any Striker in Eye of Misra or Vigil Imbrium to upload keys and achieve 20/40/60 points.')
Except for missions involving accumulating medals, missions with specified Strikers can be completed in both Ace Arena and Operation VERGE modes. (e.g., 'Pilot ALYSNES to accumulatively neutralize 2/4/7 opponent Strikers in Operation VERGE or Ace Arena mode.')
13 new entry types added. Newly added mod entry category items include:
Damage: Overall Damage ±, Physical Damage ±, Energy Damage ±, Ballistic Damage ±, Blast Damage ±.
Defense: Overall Defense ±, Shield Max Capacity ±, Shield Regen ±, Repair ±
Others: Overall Energy ±, Cooldown ±, Manual Reload Time ±, Auto Reload Time ±.
Overall Damage: The Striker's Ballistic damage, Energy damage, Blast damage, Physical damage levels.
Overall Defense: The Striker's overall defense capability against Ballistic damage, Energy damage, Blast damage, and Physical damage.
Shields: Includes all shield and force field equipped on the Striker, such as ALYSNES' [Complex Shield] (sidearm), the [Reinforced Complex Shield] deployed by TRICERA's [Fortress Form Module] (Aux 2), the [Defense Field] generated by HURRICANE's [Defense Field Drone] (Aux 1), and the [Defense Field] created by SERENITH's [Corite Jammer] (Aux 2).
Repair: The repair strength of a Striker to itself and allied Strikers.
Overall Energy Cost: Includes all of a Striker's Energy consumption, such as air and ground movement, melee combat, and weapons (e.g., AQUILA's [Airborne Kit] (Aux 2)).
Mods containing the above new entries maintain consistent sourcing and acquisition methods with existing mods. They can be obtained through Mod Box or Mod Assembly.
Mod Value Adjustments
The value range for each mod tier has been redefined: Higher-tier mods now have greater entry values than lower-tier mods.
The adjustments to the above value ranges and basic entry values take effect simultaneously for players' currently owned and equipped mods. After maintenance, they will be recalculated and presented in-game according to the new rules; specific changes are subject to the in-game display.
Optimized the handling of the [Glider · Enhancement Pack], significantly boosted the firepower of the [Glider · Sniper Pack], generally improved the offensive performance of Modular Weapons, and substantially increased the durability of Airdrop Devices.
Sidearm [Glider · Heavy Howitzer]
Cancels recoil upon release; releasing Heavy Howitzer no longer affects movement.
Aux 3 [Glider · Micro Missile]
Optimized missile trajectory post-launch.
Main Weapon [Glider · Mobile Beam Cannon]
Reload time: 6s/shot → 3.5s/shot.
Damage: 14,000 → 16,000.
Aux 1 [Glider · Multi-lock Kit]
Duration: 8s → 12s.
Max Cooldown: 32s → 30s. For each second the effect ends early, 2.5 seconds of cooldown is returned.
Aux 2 [Glider · Jamming Missile]
Jamming Missile fire interval: 0.4s → 0.25s.
Jamming Missile Reticle Size: 100m → 250m.
Aux 3 [Glider · Sniper Charge Kit]
Cooldown: 24s → 20s.
Autocannon
Level I damage: 800 → 1,100, damage increase per level: 80 → 150, Level VI damage: 1,200 → 1,850.
Gatling Gun
Level I damage: 180 → 350, damage increase per level: 20 → 50; Level VI damage: 280 → 600.
Charged Beam Cannon - Close-Range Mode
Shooting interval: 1.6s/shot → 1s/shot.
Level I-VI damage increased by 3,000.
Twin Rocket Launcher
Level I-VI damage increased by 600.
Light Missile Launcher
Level I-VI damage increased by 1,500.
Hex Missile Launcher
Ammo capacity for I-VI increased by 2 each.
Complex Shield
Level I Capacity: 35,000 → 50,000, per level increment: 3,000 → 5,000, resulting in a Level VI capacity of 50,000 → 75,000.
Shield Regen for all Level I-VI increased by 1,000/s.
Defense Field
Level I Capacity: 48000 → 50000, increase per level: 6000 → 10000, corresponding to Level VI Capacity 78000 → 100000.
Force Field Regen for all Level I-VI increased by 1,400/s.
Optical Camo Drone
Ammo count for all I–VI Level increased by 4.
Stasis Field
Force Field Capacity for Level I–VI increased by 25,000.
Level I–VI duration standardized to 4s.
Summoning Beacon
Durability +100% (20,000 → 40,000)
Weapon Airdrop Beacon
Durability +100% (50,000 → 100,000)
Repair Station Beacon (I, II, III, IV, V)
Durability +100%: 35,000/40,000/45,000/50,000/55,000 → 70,000/80,000/90,000/100,000/110,000
Recon Beacon (I, II, III, IV, V)
Durability +100% (24,000/30,000/36,000/42,000/48,000 → 48,000/60,000/72,000/84,000/96,000)
Ammo Airdrop Beacon (I, II, III).
Durability +100% (30,000/40,000/50,000 → 60,000/80,000/100,000)
Decoy Beacon (I, II, III, IV, V)
Durability +50% (50,000/60,000/70,000/80,000/90,000 → 75,000/90,000/105,000/120,000/135,000).
The Marketplace now allows listing of completed Rare and lower-tier mods.
Marketplace item adjustment: Renamed from [Mod Box] to [Mod].
Marketplace product categorization adjustments:
[Mod Box], [Mod Box · Flawless] category change: [Mod] → [Supply].
[Paint Kit] category update: [Paint] → [Supply].
Inventory will support expansion with Credit or Corite; the expansion cap is adjusted to 600 slots.
The Credits cap is modified to 10 million.
Fixed an issue where after AQUILA enables Aux 3 [Multilock Radar], using the Mobile Beam Cannon in Sniper Mode would sometimes result in shooting two quick consecutive shots at the target.
Fixed an issue where activating Aux 1 [Glider · Multi-lock Kit] and firing the Mobile Beam Cannon in Sniper Mode could occasionally trigger a rapid double-beam shot.
To ensure fairness in Mashmak, penalties for teaming violations and unfair practices will be upgraded. Starting April 9, 2026, the following actions will apply based on the severity and frequency of violations:
Number of ViolationsPenalty1st Violation3-day account suspension2nd Violation7-day account suspension, leaderboard data wipe, and season ban from rankings.3rd Violation30-day account suspension, leaderboard data wipe, and permanent ban from rankings.4th ViolationPermanent Ban
We value fair and honest play. If you have questions about a penalty, reach out to our official support for a review. Thank you for your understanding and support!