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1.56.0 Update

Storm Striker · Community Announcements · October 23, 2026

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⚔️ Storm Striker Patch 1.56.0

Hello, Storm Strikers!

Here are the patch notes for Update 1.56.0 (October 23, 2026).

🔧 General Updates

⚖️ Character Balance

Developer's Note

We believe that excessively long crowd control (CC) durations have become a barrier for new players.

Our goal is to gradually reduce excessive CC durations while preserving each character's existing ability to secure kills through their combos as much as possible.

We will continue making adjustments to find an appropriate balance.

⚡ Lightning

Developer's Comment

We observed that the previous reduction to Lightning Drive's travel distance was too severe, limiting its flexibility.

We are working toward a more reasonable travel distance that feels fair for both Lightning players and their opponents.

We are also increasing Engage's hitbox to make it more effective for chasing enemies, rather than primarily serving as an escape tool.

Spiral Stinger

Lightning Drive

- Travel Distance: 350 → 550

Shooting Star

- Damage: 120 → 150

Northern Light

Engage

💪 Warmonger

Developer's Comment

We improved the activation speed and range of Warmonger's grabs to give him a slight advantage in close-range CC engagements.

Hammering

Choke Slam

Totem Buster

- Damage: 120 → 150

🐱 Raki

Developer's Comment

We observed that Purrfect Pounce was dealing too little damage, so we are giving it a small buff.

Purrfect Pounce

- Damage: 30/30 → 60/60

🌪️ Alice

Developer's Comment

We reduced the recovery time of Rising Wind, allowing Alice to transition into follow-up combos more quickly after attacking.

Rising Wind

- Recovery Time: 1s → 0.85s

🐉 Shifu

Developer's Comment

We increased the forward travel distance of Dragon Stamp to make it easier for Shifu to chase down enemies.

Dragon Stamp

- Forward Travel Distance: 300 → 550

⚔️ Akira

Developer's Comment

We found that Third Eye and Ghost Walk could generate excessive Ultimate Gauge when hitting multiple enemies, exceeding the intended gauge generation rate per second. To address this, we are slightly reducing their damage.

We are also gradually reducing the excessive slowing effects of Oni Shadow Slash and Ghost Walk to prevent Akira from maintaining prolonged chases too easily as a bruiser.

Akira currently has one of the lowest sustained DPS outputs among all characters.

Our goal is to improve his sustained damage while reducing his burst damage by adjusting Flashbang, Oni Shadow Slash, Battōjutsu, Third Eye, and Ghost Walk.

We are also differentiating Battōjutsu from Oni Shadow Slash. Battōjutsu will become usable approximately once every three Decimation cycles, with its damage and range adjusted accordingly.

Decimation

- Damage: 70 → 75

Oni Slash

- Unenhanced Cast Startup: 0.5s → 0.45s

Flashbang

- Damage: 35/35 → 30/30

Ghost Walk

Third Eye

Oni Shadow Slash

Battōjutsu

🩸 Lucy

Developer's Comment

We increased Bloody Shot's area of effect to help newer players respond more easily to the mobility skills of bruisers and assassins.

While reducing its area damage, we increased its direct-hit damage to preserve the potential of skilled players who can land accurate shots.

We are also slightly increasing Bloody Burst's burst damage to help Lucy secure kills more effectively.

Bloody Shot

Bloody Burst

Bloody Thirster

🛡️ Maximus

Developer's Comment

We believe that long CC durations create a significant barrier for new players, so we are reducing Maximus's stun duration.

To preserve his existing combo experience as much as possible, we are compensating with damage adjustments.

Ironblood Retribution

Verdict!

- Damage: 320 → 330

🔥 Volf

Developer's Comment

We believe that long CC durations create a significant barrier for new players, so we are reducing Volf's stun duration.

To preserve his existing combo flow and skill usage experience, we are also adjusting his cooldown.

Righteous Strike

🎈 Chloe

Developer's Comment

We believe Chloe's bomb provides an excessively long CC duration for a secondary healer.

We want to establish a clearer distinction between the CC durations of tanks and secondary healers.

At the same time, we are adjusting the damage of Balloon Horo! and Horo Ball to preserve Chloe's core combo experience.

Balloon Horo!

Everybody Dance Now!

- Range: 18m → 20m

Boing Boing, Horo Ball!

- Damage: 120 → 150

🔥 Bernhardt

Developer's Comment

We adjusted Blitzkrieg in hopes of encouraging players to explore more diverse ways to use Bernhardt's two mobility skills.

Blitzkrieg

- Damage: 180 → 210

🎯 Taeo

Developer's Comment

We felt that Napalm Grenade lacked sufficient immediate impact and responsiveness.

To improve its feel, we are increasing its initial damage while reducing its damage over time.

We are also increasing damage at lower zoom charge levels so that even short aiming durations can deal meaningful damage.

For example, minimum zoom damage at very long distances will increase from 13 to 15.

ZOOM Damage by Aim Charge Level

Assault Rifle (WEAK/NORMAL/STRONG)

- 13/18/25 → 15/20/25

Battle Rifle (WEAK/NORMAL/STRONG)

- 30/40/63 → 40/50/63

Code Zero (WEAK/NORMAL/STRONG)

- 200/240/320 → 230/260/320

Napalm Grenade

- Damage: 50/15×35 → 150/10×35

💧 Yuna

Developer's Comment

We increased the number of consecutive hits from Cheongwaryusu to improve its multi-hit feedback and make successful hits feel more satisfying.

Cheongwaryusu

✨ Sabio

Developer's Comment

We plan to gradually adjust Sabio's healing values to make him more accessible and effective as a support character, even for new players.

Guardian Automata

Rescue Grenade

Sanctuary of Kukulkan

- Ultimate Gauge Recovery: 220 → 440

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