Twenty-five Fighters rise to the rank their power always demanded.
This patch is about the roster and where you get it. Twenty-five Fighters who had outgrown their old rarity are promoted, renamed, and rebuilt around the power their kits always implied: eighteen climb to Legendary and seven step up to Epic. The Fighter catalog also splits into a pack pool and a Genesis Cache, the Cache you earn from ranked play grows from 12 Fighters to 80 and is now fully tradeable, and maxing a Common Fighter takes fewer copies.
We split the Fighter catalog into two pools. Genesis packs now focus on a core set of 197 Fighters, and your commanders can appear in them too, pulled at their own rarity odds. The other 80 Fighters moved into the Genesis Cache, the set you earn from ranked rewards, which grew from 12 Fighters to 80. Ranked play now pays out from a much deeper and more varied pool. We also retuned the reward pack odds to 50% common, 33% rare, 14% epic, and 3% legendary, so the bigger Cache economy stays healthy now that there is a lot more to earn.
Fighters you earn from the Genesis Cache are no longer bound to your account. Every Cache Fighter, including the ones you already earned, is now yours to trade, sell, rent, or gift like any other card. Your ranked rewards are real, movable property.
Eighteen Fighters step up to Legendary. Each one was already carrying a Legendary-tier identity on a lesser card: a one-of-a-kind effect, a signature kit, or a role that no lower rarity could really pull off. Every promoted Fighter gets a proper name, a rebuilt power curve, and its full kit online at maximum level. Legendaries also reach that maximum level in fewer copies, so these cards hit their ceiling faster than they used to.
Vesh, the Umbra (buff)
Vesh is the back-row Sneak assassin the Voidkin gameplan opens with, slipping past the front line to hunt the enemy backline. As a Common it chipped and died before it mattered. The Legendary curve lifts its attack, health, and speed together so the sneak actually connects and threatens the targets it was built to reach.
Kade-0, the Cursed (adjust)
Kade-0 is a graft-bonded Stun carrier whose whole value is landing the paralysis. It trades a single point of raw swing for a bulkier, faster body, so the stun lands from a chassis that survives to apply it instead of a glass one that popped on the first hit.
Helio, the First-Light (buff)
Helio is a Flying caster, immune to Earthquake and free to strike from the air. It used to be a fragile hatchling that never lived long enough to cast. The Legendary curve more than doubles its magic and its health, so the first-light breath is a real threat instead of a chip that died on arrival.
Isyl, the Star-Mantle (buff)
Isyl is a Stun caster whose interrupt was always worth drafting but sat on a body too weak to use it. The extra magic and bulk let it lock down a target and still trade, rather than dying the turn it appears.
Yrren, the Mossbearer (buff)
Yrren is a Taunt tank that forces every enemy to swing at it while striking from the back row through Reach. A taunt is only as good as the body behind it, so its health nearly doubles and its armor rises, letting the Mossbearer soak the fire its taunt invites instead of folding under it.
Dolm, the Crucible (buff)
Dolm is an Ironkin hammer-guard that strikes from any position through Charge. It hit like a Common, so the slag-roar brawler never lived up to its identity. Doubling its attack and tripling its speed make it the anti-tank threat it was always meant to be.
Bram, the Deep-Vent (buff)
Bram is a Protect wall that armors the whole team from the front. Its job is to outlast the opening barrage, so the promotion pushes its health higher while keeping its armor, cementing it as Water's front-line anchor.
Sirra, the Current (buff)
Sirra is a wake-reading Sneak sniper that erases the backline. Bumping its attack, health, and especially its speed lets it fold in past the guard and fire before the enemy can answer, which is exactly the fantasy the card is named for.
Vane, the Highveil (buff)
Vane is a silent high-haze assassin that hides with Camouflage, suppresses enemy ranged before the fight with Headwinds, and ignores magic through Void. It carried all of that utility on a single point of attack. Quadrupling its damage and doubling its speed finally let the kit do real work.
Coro, the Verdict (buff)
Coro is a breath-beam sniper that punishes ranged attackers with Return Fire. As a Common its damage was a rounding error, so the little dragon never mattered. The Legendary curve gives it real ranged bite, so its Snipe and its counter finally hurt.
Vharr, the Ashfang (adjust)
Vharr is the glass Entropy carrier whose connecting hit destroys the target and consumes itself, a guaranteed but costly one-for-one trade. That identity depends on a tiny, fragile body, so its stats deliberately stay the same. The promotion simply recognizes it as the singular Legendary it already plays like, without inflating a Fighter that is meant to die on the swing.
Aegis, the Last Frame (buff)
Aegis stacks three layers of defense: Void shrugs off magic, Divine Shield eats the first killing blow, and Forcefield caps the biggest hits. That toolkit belonged on a wall, not a three-health drone. Tripling its health and lifting its armor make it the immovable frame it was designed to be.
Korrin, the Twin-Sun (buff)
Korrin is a Bloodlust snowball that grows stronger with every kill, but the ramp only starts if the first strike lands early. The extra attack and speed help it open the snowball, and reaching Charge at maximum level means it can start that chain from anywhere on the field.
Sevh, the Null-Choir (buff)
Sevh is the catalog's anti-magic answer: Silence saps enemy magic and Dispel strips their buffs. A counter caster has to survive to matter, so its magic and health climb hard, turning it into a body that shuts down magic-sustain teams rather than a specialist that got run over first.
Sela, the Coherence-Voice (buff)
Sela is the lattice's dedicated anti-magic bruiser and already one of the sturdiest bodies in Light, pairing Void, Shield, and Opportunity. The promotion recognizes that three-ability toolkit as Legendary class and nudges its health up, without disturbing a wall that was already tuned right.
Aela, the Resonant (adjust)
Aela is Blast-and-Stun artillery, hitting multiple targets at once while interrupting a key one. It trades away most of its armor plating for more damage and health, leaning fully into the fragile-but-scary artillery role instead of being a caster that was also hard to kill.
Halve, the Grey Knife (buff)
Halve is the only Fighter that can Halve an enemy's attack, compounding with every hit, backed by Retaliate to strike back when hit. It was built cheap and weak, but so weak it never lived to stack the debuff. Doubling its attack, health, and speed lets the grey knife keep swinging long enough for the halving to bite.
Vool, the Tide-Mind (buff)
Vool is a triple-utility control caster: Void softens magic, Stun interrupts, and Dispel strips buffs. Earlier tuning had shaved its magic down to a single point, leaving a control piece that could not threaten anything. The Legendary rebuild restores a real damage stat, so the seer now controls the board and punishes it.
Seven more Fighters move up to Epic. These are strong, specialized bodies that had been sitting a tier below the company they kept. Each one keeps its signature role and gains the sturdier maximum-level curve an Epic earns, and like the new Legendaries, each gets a proper name.
Rha, Manehound (adjust)
Rha is a lockdown sneaker that slips to the backline and stuns. It gets faster and reaches its Stun earlier in exchange for a single point of health, sharpening it into the tempo-denial tool it is meant to be rather than a slower bruiser.
Myco, the Black (buff)
Myco is an armored, evasive fungal caster: Shield blunts melee and ranged hits while Dodge slips attacks entirely. More magic and health let it actually trade while it tanks, instead of surviving a fight without ever affecting it.
Grix, Sealed-Core (buff)
Grix is an Immunity bulwark that shrugs off status effects entirely. The gasket-ringed wall gains a little more swing, health, and speed so it is not purely a punching bag, while its heavy armor and status immunity keep it the anti-debuff anchor.
Rask, Twin-Sabre (buff)
Rask is a back-line eraser that dodges the retaliation, using Sneak to reach the backline and Dodge to survive it. Its body was paper-thin, so more attack, health, and speed let the Twin-Sabre finish a target and slip away instead of dying on the counter.
Nyl, the Riptide (buff)
Nyl is a tempo-control hub: Slow makes your team act first and Magic Reflect bounces spells back at their caster. It had been priced up and stripped to a single point of magic, so it controlled without contributing. Restoring its damage makes the riptide a control body that also threatens.
Vozz, Swarm-Captain (buff)
Vozz is chaotic swarm artillery: Blast splashes onto neighbours while Scattershot fires at random targets. The extra magic and health let the swarm-captain spread meaningful damage across the field rather than tickling it.
Bhee, Sky-Choir (adjust)
Bhee is a Flying Snipe platform that picks off the backline from the air. Its numbers were already right for that role, so this is a clean rarity correction: the same ceiling, now sitting at the Epic tier its kit belongs to.
Taking a Common Fighter all the way to its maximum level now takes fewer copies. We pulled down the top of the Common combine curve, so every Common reaches its ceiling sooner than it did before. Rare, Epic, and Legendary curves are unchanged.
More of the catalog is getting this treatment in the patches ahead, so keep an eye on your favourites. Thanks for battling through the alpha with us, and keep the replays coming.
Read the full illustrated patch notes -> https://stellarch.io/en/changelog/v0.39.0
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