
Hello, StormStrikers!
Here are the details for the 1.55.4 Minor Update, scheduled for September 17, 2026.
Starting with this update, we’ll be working to more clearly define the role and identity of each character position.
We plan to gradually fine-tune the core team-fight matchup structure—from Tanks → Bruisers / Assassins → Ranged DPS—so that each position can perform its intended role more effectively.
As the first step, this patch improves the poking capability of Ranged DPS, while slightly adjusting the burst-engage potential and chase distance of Bruisers and Assassins.
For Assassins, which have generally been more difficult to utilize effectively, we’ve also reduced the delay before out-of-combat health regeneration begins, allowing them to disengage and return to the fight more quickly.
Health Regeneration: 120 → 150
Health Regeneration Delay: 3.5s → 3.0s
Movement Speed: 7.5 m/s
Health Regeneration: 120 → 135
Health Regeneration Delay: 3.5s → 3.25s
Movement Speed: 7.5 m/s
Lightning: 8.0 m/s
Health Regeneration: 120
Health Regeneration Delay: 3.5s → 2.75s
Movement Speed: 7.5 m/s → 8.0 m/s
Health Regeneration: 120
Health Regeneration Delay: 3.5s
Movement Speed: 7.5 m/s
Health Regeneration: 120
Health Regeneration Delay: 3.5s
Movement Speed: 7.5 m/s
We’ve reduced the pre-attack airtime of Nyan Punch by more than 20%.
This has an effect similar to reducing its startup by roughly 20%, and is intended to address cases where the final attack animation would come out excessively late after Raki was hit by an airborne effect during the three-hit Nyan Punch sequence.
The underutilized Nyan Leap Attack has also been reworked into a continuable skill. After leaping into the air, Raki can check the enemy’s position and choose when to descend toward the target.
Travel Distance: 500 → 525
Enhanced Basic Attack Travel Distance: 380 → 350
Can now be canceled before reaching maximum height
Cooldown: 4s → 6s
Jump Height / Airtime
Hit 1: 500 → 400
Recovery: 0.5s → 0.3s
Hit 2: 500 → 400
Recovery: 0.5s → 0.3s
Hit 3: 500 → 350
Recovery: 0.5s → 0.275s
Total vertical airtime reduced by approximately 40%
Reworked into a continuable skill
After leaping into the air, use the skill again to descend and deal damage.
Cooldown: 6s → 7.5s
Damage: 160 → 60 (30×2)
Lightning Drive was providing too much survivability because of how effective it was not only for chasing enemies, but also as an escape tool.
Since Lightning’s chase and kill-confirm potential have been strengthened, we’re reducing the skill’s travel distance so that it requires more deliberate and accurate use when targeting opponents.
Travel Distance: 700 → 350
Cast Height: 2.5m → 2.0m
Added an airborne effect
We’re expanding the potential uses of the underutilized Rising Wind and Sacred Breeze.
By giving Rising Wind an additional skill reset effect and expanding Vortex Stinger to the R slot, we hope to encourage players to explore a wider variety of skill combinations involving Sacred Breeze.
Upon use, resets all skills except Rising Wind and Divine Tempest (Ultimate)
Cooldown: 9s → 12s
Recovery: 0.4s → 1.0s
Now available in the R slot
Damage: 140 → 150
Travel Distance: 1300 → 900
To improve the accuracy and overall feel of ranged poking, we’re gradually adjusting projectile speed and hit-related parameters.
Projectile Speed: 18000 → 20000
Projectile Speed: 18000 → 20000
Recovery: 0.7s → 0.55s
We’ve increased the projectile speed of the uncharged Frost Spear to match Frost Blade, reducing inconsistency in how the two skills feel to control.
We’ve also slightly increased Frost Spear’s base cooldown to limit repeated forced-cancel play using Frost Blade. Charged usage remains unchanged so that existing charged-play patterns are not affected.
Projectile Speed: 18000 → 20000
Cooldown: 1.0s → 1.2s
Uncharged Projectile Speed: 12000 → 20000
Charged Projectile Speed: remains at 20000
Shield Duration: 3s → 4s
We’ve added short movement options to Judgment of Desire and Encroaching Thorn.
By chaining Thorn → Judgment → Thorn, Electra can create up to an additional 4.5m of distance against rapidly approaching Bruisers and Assassins, improving her ability to respond as a ranged character.
Projectile Speed: 17000 → 18000
Cooldown: 4s → 6s
Damage: 100 → 120
Added short directional movement via movement input: 1.5m
Recovery: 0.4s → 0.2s
Added short directional movement via movement input: 1.5m
Recovery: 0.6s → 0.2s
Cooldown: 2.5s → 2.75s
We’ve added a shield effect to the underutilized Time Dilation.
We hope this opens up new possibilities for Rush-oriented builds that previously saw little experimentation.
Added Shield: 0 → 100
We’ve increased the ascent height of Garment of Ascension, allowing Narae to get a broader view of the battlefield from the air.
The total time before returning to the ground remains unchanged, and Celestial Shield will now also contribute toward Ultimate charge.
Vertical Ascent Height: 750 → 1100
Airtime: 1.5s → 1.0s
Ultimate Gauge Gain Rate: 0 → 100
To improve the impact and satisfaction of Shifu’s Ultimate, we’ve increased the damage of its initial multi-hit sequence.
The underutilized Hidden Dragon Divine Palm has also had its airtime and recovery reduced, allowing players to explore more varied ways of using it.
Airtime Height: 800 → 250
Recovery: 0.2s → 0.15s
Wall-Slam Damage: 100 → 90
Initial Multi-Hit Damage: 110 → 150
Total Damage: 440 → 480
We’ve added forward movement to Totem Buster to improve positioning flexibility.
We’ve also strengthened Warmonger’s Shield, Titan Splash, and Royal Rumble so that he can perform his tanking role at a level more comparable to other Tanks.
Shield Amount: 800 → 850
Damage: 110 → 120
Forward Travel Distance: 0 → 3.5m
Vertical Airtime Height: 1000 → 300
Recovery: 0.4s → 0.3s
Damage: 200 → 180
Damage: 60 → 120
Fixed an issue where Bernhardt’s Ultimate did not properly play randomized sound effects.
Improved the control feel of Narae’s Radiance of Seon-Gi and Chloe’s Discoro.
Fixed an issue where the healing amount change for Chloe’s Discoro was not being applied correctly.
160 → 140
Fixed an issue where Horoka’s tooltip was missing information about additional damage.