In this update15
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Full Omega Strikers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Balance
- Maps
- Gameplay
- Store
- Performance
Omega Strikers changes
HELLO STRIKERS MY BELOVED STRIKERS
I hope the first few months of 2026 have been STELLAR for you. Me? Oh I've been doing great, thanks for asking. I still get to update my sweet Omega Strikers and bring you all some variety.
So let us get started.
If you missed it, we did a season reset the other day. The next one is headed your way in September! Alongside the season reset, we've got a ton of changes for you today:
Balance adjustments to literally every single character in the game, as well as a bunch of awakenings and one measly gear.
An awakening rotation featuring the return of sparks, as well as an awakening that hasn't been in the game since 2023.
A tweak to a map to improve gameplay on it.
The return of a core gameplay mechanic that is seeing its return after a 2 year hibernation!
As per usual, we'll be keeping an eye on how everything lands and listening closely to feedback over the coming weeks, so please feel free to join the Discord and let us know what you think! And of course, big shout out to the council of orangeandblack5, Ghret, Mystic, FrightfullyFresh, Soren, and AverageAlex for their assistance on this patch.
With that out of the way, let's DIG INTO IT.
SEASON RESET
We rolled out the season reset a few days ago. The usual rewards have been delivered, so if you haven't gotten yours, make a ticket!
Ranked Rewards:
Aqua Cannon goal explosion
(This isn't a seasonal reward btw, this is a forever thing that you'll unlock once you hit challenger any time in the future.)
If you hit challenger and didn't get this, make a GAME ticket on the Discord.
Top "x" titles
ex: Top 5, Top 10, Top 25, etc.
An emote for reaching Platinum
An emote for playing a bunch of games
25 Ranked Games to be exact
Most rewards will be based on your Season *Peak* rating, but the titles for "Top X%" will be based on your leaderboard position at the end of the season. They will go out with ladder resets. As always, you can track your progress and match history at our official site at stats.omegastrikers.gg.
SYSTEM CHANGES
Awakening Exclusions
"Exclusions" refers to when two awakenings can't be starting awakenings together. Like you'll never get 2 sparks together as starting awakenings. This has been modded a little.
Added exclusion lists for Berserker, Inner Focus, and Omega Infused Accelerator
Removed a restriction preventing Glass Cannon and Aerials from being a starting pair
Check the wiki for updated exclusion lists
New Gameplay Rule
We want to reward players for their sickass dribbling and passes while further disincentivizing pingponging, so we're changing things up a bit. This feature originally launched two years ago before being pulled from the game 5 days later, and now, on the two-year anniversary of its removal, we're bringing it back for a second round.
Striking the CORE now reduces your ability cooldowns by 2.5%
This change has two goals - to speed up games and give players more overall uptime, and to reward teams for maintaining possession of the core (which currently feels very risky due to the high presence of characters who are very strong at sniping you from across the map).
When this mechanic launched initially, it was simply way too strong - the original cooldown refund value was 20% (capped at 2 seconds), which meant that you could often get your primary back just by dribbling three or four times. This was simply too generous and warped the game around this mechanic, incentivizing people to hog the core, dribble to get their abilities back, dump those abilities on their opponents to knock them out, and then score while the opposing team was down in players.
This new value is almost 90% weaker than the original value and has been put through multiple rounds of playtesting across a wide variety of player skill levels. It hadn't led to the same issues that we saw with its original implementation two years ago.
Naturally, we will be keeping a close eye on it over the coming days or weeks, and will adjust it if required.
MAPS
Oni Village
We've adjusted the speed lanes on Oni Village to last a bit longer once a player has left the lane. This should improve mobility throughout the center of the map to help players both set up an attack more quickly as well as get to the core faster after a successful clear. Note: the core is not affected by this change.
Speed lane
Player bonus speed linger duration after leaving lane :: 1s → 1.25s
STRIKERS
Ai.Mi
We expect Ai.Mi to be one of the bigger beneficiaries of the return of the strike cooldown reduction, so we're adjusting her a bit to keep her in line.
Glitch.Pop [PRIMARY]
Cooldown :: 8s → 9s
Damage :: 160 → 170
Damage power scaling :: 80% → 85%
Player knockback :: 160 → 170
Player knockback power scaling :: 80% → 85%
Cyber Swipe [SECONDARY]
Cooldown :: 15s → 17s
Range :: 600 → 625
Damage :: 185 → 180
Damage power scaling :: 92.5% → 90%
Player knockback :: 185 → 180
Player knockback power scaling :: 92.5% → 90%
Core knockback :: 1280 → 1300
Core knockback power scaling :: 175% → 185%
Asher
Asher has been overperforming as a forward due to the accidental return of her secondary buff's knockback resistance. We're taking that away again, but giving Asher goalie some extra range on her special to compensate for the loss.
Breakthrough [SECONDARY]
[BUGFIX] Buff knockback resistance :: 30% → 0%
Pathsplitter [SPECIAL]
Projectile lifetime :: 0.55s → 0.613s (effective range 770 → 860)
Atlas
With a few of his best awakenings leaving rotation, we're reverting a prior nerf to his primary duration to ensure he doesn't fall off + L + ratio.
Astral Projection [PRIMARY]
Lifetime :: 0.6s → 0.7s
Drek'ar
We're aiming to make Drek'ar feel a bit less one-note and place more emphasis on smart usage of his kit outside of purely blasting people off of the map.
Base Stats
Speed :: 465 → 455
Power :: 95 → 105
Stagger :: 1300 → 1200
Stagger growth :: 250 → 325
Lock and Load [PRIMARY]
Cooldown :: 9s → 10s
Xeno Cloak [SECONDARY]
Cooldown :: 12s → 11s
Bonus speed :: 40% → 52.5%
Duration :: 1.25s → 1.5s
Player hit amp :: 20% → 15%
Molten Bolt [SPECIAL]
Cooldown :: 30s → 24s
Player knockback :: 140 → 60
Player knockback power scaling :: 70% → 30%
Projectile speed :: 2000 → 2400
Projectile lifetime :: 0.4s → 0.34s
Dubu
This should slow his roll.
Rollout [PRIMARY]
Cooldown :: 8s → 10s
Somerassault [SECONDARY]
Damage power scaling :: 105% → 100%
Player knockback :: 230 → 200
Player knockback power scaling :: 105% → 100%
Era
Particularly at high levels of play, Era is dominating as a goalie while being suspiciously absent in the midfield. This set of changes is aimed at reducing her strength in the goalbox whilst allowing her to set up more potent scoring attempts with her ultimate while playing as a forward.
Base Stats
Stagger :: 1200 → 1300
Flutter Fly [SECONDARY]
Cooldown :: 16s → 18s
Bonus speed :: 45% → 40%
Duration :: 2.5s → 2s
Magic Maelstrom [SPECIAL]
Cooldown :: 18.5s → 20s
Max size multiplier :: 2.2x → 2.5x
Projectile speed :: 850 → 750
Fully charged core knockback :: 832 → 750
Fully charged core knockback power scaling :: 48% → 44%
Estelle
Estelle has been the most-banned character in the upper ranks for a while now. These changes should rein in her dominance in both damage and control.
Base Stats
Power :: 110 → 105
Stagger :: 1200 → 1150
Stagger growth :: 250 → 200
Piercing Shot [PRIMARY]
Cooldown :: 9.5s → 10s
Rose Warp [SECONDARY]
Pre-channel cast time :: 0.25s → 0.3s
Finii
Finii's low cooldowns and long range have made her extremely effective at defending the net, particularly in those mythical upper tiers of play. We're hoping to make her special a bit less spammable, particularly at range, but making it feel more impactful when it explodes.
Big Finish [SPECIAL]
Cooldown :: 25s → 30s
Cast range :: 750 → 725
Damage :: 200 → 240
Damage power scaling :: 100% → 120%
Player knockback :: 200 → 240
Player knockback power scaling :: 100% → 120%
Juliette
Trying to bring a bit more variety to the brawler menu. We all dig hot dogs, tacos, and hamburgers, but sometimes you're in the mood for like a salad, you know?
Base Stats
Power :: 100 → 105
Fiery Fist [PRIMARY]
Cooldown :: 8s → 8.5s
Flying Phoenix [SECONDARY]
Cooldown :: 15s → 17s
Juno
Juno's special ability has long been seen as underwhelming. We're aiming to make it feel more responsive and give it more uptime so it's a more reliable tool for Juno to use. To prevent this buff from spiraling out of control, we're toning down her slimes individually so they don't slam the core as hard.
Strike With Friends [PASSIVE]
Blob strike core knockback :: 1350 → 1170 (power scaling unchanged)
Make it Rain [SPECIAL]
Cooldown :: 30s → 25s
Projectile speed :: 5500 → 6600 (slimes deploy 20% faster)
Kai
Kai is GOALIEMOGGING everybody except JESTER Dubu while still CONSISTENCYMAXXING as a reliable forward pick across many skill brackets. This set of changes should help to equalize his performance across the board.
Blazing Pace [SECONDARY]
Bonus speed :: 37.5% → 30%
Duration :: 4.5s → 6s
Cooldown :: 15s → 18s
Gigablast [SPECIAL]
Cooldown :: 21s → 23s
Kazan
Trying to close the gap between Goalie and Forward Kazan. This should be a reasonable buff to the weaker of his two roles without letting his damage scale too high.
Base Stats
Stagger :: 1100 → 1200
Press the Point [CLOSED STRIKE]
Core knockback :: 1230 → 1265
Core knockback power scaling :: 125% → 106%
Top Spin [OPEN PRIMARY]
Final hit damage :: 208 → 180
Final hit damage power scaling :: 104% → 90%
Luna
Being one of the most useful abilities in the game, Luna's secondary had a cooldown that was just a tad too short. However, we still want it to feel impactful when used, and we don't want to drop her overall damage output by too much.
B.O.O.S.T. [SECONDARY]
Cooldown :: 15s → 18s
Damage :: 200 → 230
Player knockback :: 165 → 190
Player knockback power scaling :: 100% → 95%
Mako
Our favorite drummer really struck out the last few patches. These changes should provide her with a bit more utility, while also adding a fun reward if you manage to get all 5 hits of your special's creation to land.
Perfect Pitch [PRIMARY]
Unscaled projectile lifetime :: 0.2s → 0.225s (effective base range 280 → 315)
Fully charged projectile lifetime multiplier :: 1.2 → 1.3 (effective max charge range 1370 → 1520)
Drum and Base [SECONDARY]
Size and Haste linger after cast :: 0.75s → 1s
Ensnare Drums [SPECIAL]
Hit 5 damage :: 100 → 150
Hit 5 damage power scaling :: 50% → 75%
Hit 5 player knockback :: 300 → 400
Hit 5 player knockback power scaling :: 150% → 200%
Hit 5 core knockback :: 1500 → 1700
Hit 5 core knockback power scaling :: 150% → 200%
Nao
Giving her some more defensive options. We're keeping our eyes on you though, Nao.
Base Stats
Stagger growth :: 200 → 300
Sentry Drone [PRIMARY]
Maximum duration :: 4s → 5s
Growth scaling factor :: 0.25 → 0.2
Octavia
For something called "Sonic Boom", this thing sure wasn't breaking any sound barriers.
Base Stats
Power :: 75 → 85
Sonic Boom [PRIMARY]
Pre-cast channel time :: 0.35s → 0.25s
Rasmus
Rasmus has been sweeping games left and right. This set of changes should help keep his pressure up in bursts, but make him a bit less capable of wearing opponents down over time with consistent speed and damage.
Pendulum Swing [PRIMARY]
Damage :: 175 → 165
Damage power scaling :: 87.5 → 82.5
Whiplash [SECONDARY]
Bonus speed :: 35% → 45%
Duration :: 2.25s → 1.5s
Recast window :: 2.28s → 1.55s
Damage :: 120 → 135
Damage power scaling :: 80% → 67.5%
Player knockback :: 120 → 160
Player knockback power scaling :: 60% → 80%
Death Touch [SPECIAL]
Non-empowered damage multiplier :: 0.7 → 0.6
Non-empowered player knockback multiplier :: 0.7 → 0.6
Player knockback :: 320 → 350
Player knockback power scaling :: 200% → 175%
Rune
Very very minor tweak to drop his power down to 100 without affecting his actual damage or core knockback numbers much at all. We tried a bunch of insane things for Rune but none of them really stuck, but we WILL KEEP TRYING!!!
Base Stats
Power :: 110 → 100
Unstable Anomaly [PRIMARY]
Unformed player damage :: 150 → 155
Unformed damage power scaling :: 75% → 77.5%
Unformed core knockback :: 1192 → 1210
Fully-formed player damage :: 180 → 200
Fully-formed damage power scaling :: 90% → 100%
Fully-formed core knockback :: 1275 → 1290
Shadow Swap [SECONDARY]
Unformed player damage :: 150 → 155
Unformed damage power scaling :: 75% → 77.5%
Unformed core knockback :: 1192 → 1210
Fully-formed player damage :: 180 → 200
Fully-formed damage power scaling :: 90% → 100%
Fully-formed core knockback :: 1275 → 1290
Vyce
Vyce was particularly cooking with the strike CDR thing last time. To prevent any more nightmares, we're adjusting down her damage, and putting some of that power into her utility instead.
Base Stats
Power :: 110 → 105
Power Chord [PRIMARY]
Cooldown :: 8.5s → 9.5s
Thunderstruck [SECONDARY]
Cooldown :: 13s → 15s
Range :: 950 → 1050
Player damage :: 200 → 170
Player knockback :: 200 → 180
Player knockback power scaling :: 100% → 90%
Player stun duration :: 0.6s → 0.8s
X
Y = mx + b
Bellringer [PRIMARY]
Cooldown :: 10s → 11s
X Maximus [SPECIAL]
Cooldown :: 38s → 45s
Zentaro
SPECIAL Cooldown redu- nah I'm just messing with you.
Base Stats
Power :: 100 → 105
Stagger growth :: 250 → 300
Slice and Dice [PRIMARY]
Cooldown :: 9s → 8s
AWAKENINGS
You know them, you love them, Sparks are BACK! Although, for the first time ever, there are only three of them. Also Fire Up makes its triumphant return to the game for the first time since it was last rotated out all the way back in 2023!
Rotated out:
Siege Machine
Cast to Last
Prize Fighter
Specialized Training
Super Surge
Prime Time
Twin Drive
Quick Strike
Stacks on Stacks
Rotated in:
Spark of Agility
Spark of Focus
Spark of Strength
Adrenaline Rush
Chronoboost
Rapid Fire
Fire Up
Catalyst
Fight or Flight
Tempo Swing
Tempo Swing was still performing a bit under expectations. This should help.
Hitting anything heals you for 6% → 7.5% of your max Stagger (2% for LIGHT hits) and deal 33% → 45% of that amount as damage to the enemy hit.
Fight or Flight
Bringing it in line with the modern-day values of other speed awakenings.
Gain 12.5% → 10% Speed for 1.25s whenever you hit something or get hit. Refresh your SECONDARY ability whenever you stagger an enemy or become staggered.
Stinger
With cooldowns going down across the board a bit due to the new gamerule, Stinger's damage needs to come down as well.
Normal hits deal bonus damage equal to 12% → 10% (Light hits 3% → 2.5%) of enemies' max Stagger over 3.75s → 3.5s.
Catalyst
Baby rework: now only helps when you get hit, but generates more energy when that occurs.
Gain 15% → 0% more Energy from dealing hits. Being hit generates 3.6 → 4.2 Energy (1.2 → 1.4 for LIGHT hits).
Inner Focus
Helping you focus a bit faster.
Hits grant 4 → 5 stacks of Cooldown Rate (0.13 per stack, 1 stack for LIGHT hits). At 100 stacks, double the Cooldown Rate per stack. Stacks reset when K.O.'d and between sets.
Berserker
RAHHHHHHHHHHHHHHHHHHHHHHH
Gain up to 50 → 80 Power and 25 → 50 Cooldown Rate based on how much Stagger you are missing. While Staggered gain 1 times the max amount.
Rapid Fire
With the return of the strike cooldown gamerule, Rapid Fire needs to come down by quite a bit.
PRIMARY cooldown reduced by 33% → 25%.
Extra Special
With the return of the strike cooldown gamerule, Rapid Fire Extra Special needs to come down by quite a bit.
SPECIAL cooldown reduced by 25% → 20%. Each face off its cooldown is reset.
Peak Performance
Thank you Peak Performance. Peak Performance? Because... um... your performance was peak.
Gain 300 → 250 max Stagger and 0.4% Speed per 100 max Stagger.
Bulk Up
The trend of too much protein must stop!
Gain 300 max Stagger and 1.5 → 1.3 Power per 100 max Stagger.
Spark of Focus
There's only three sparks in rotation, so they're a bit stronger.
Gain 5 Cooldown Rate, plus 9 → 11 per SPARK you have.
Spark of Strength
If you would believe it, there's only three sparks in rotation, so they're a bit stronger.
Gain 4 Power, plus 18 → 22 per SPARK you have.
Spark of Resilience
We aren't rotating this in, but we're adjusting it now so that when it *does* come in it won't scale nearly as much as it used to.
Gain 105 → 400 max Stagger, plus 350 → 50 per SPARK you have.
Heavy Impact
Slight decrease to the effectiveness of the cooldown reduction due to the addition of the strike cooldown gamerule.
IMPACT abilities hit 15% harder (4% on Core). Whenever you hit 2 or more targets with a single ability, its cooldown is reduced by 22.5% → 20% (up to 2.25s → 2s).
Hotshot
Slight decrease to the effectiveness of the cooldown reduction due to the addition of the strike cooldown gamerule. Again.
Striker abilities hit the Core 10% harder and refund 25% → 22.5% of the ability's cooldown (once per cast, max 2.5s → 2.25s).
One-Two Punch
Tightening the window a bit to make sure it truly feels like a bonus to combos and not just incidental hits. Also lowering its damage a tad.
Hit 20% → 18% harder (12% to Core) against targets you've hit within 1.5s → 1.2s.
Monumentalist
Tapping this down a lil' to keep creation users a bit more in line when they build size.
CREATIONS gain 85% → 80% size and hit 20% harder (4% to Core).
Fire Up
Fire Up makes its triumphant return, now with 100% less reason to have an entire team take it as a starter awakening.
Gain 10 → 5 Energy on round start. Casting Energy Burst restores 25% → 0% of max Energy to other allies and Speeds up your whole team by 40% → 50% for 5s → 6s.
Omega Infused Accelerator
Clarion Corp's new research has made the Omega Infused Accelerator 25% safer to use!
Gain 1% speed and lose 2% → 1.5% Max Stagger every 1s up to a maximum of 12% Speed. Resets when K.O.'d or between rounds.
GEAR
With how much everything else is changing, we're once again keeping gear changes relatively light.
Vicious Vambrace
Now that striking the core already rewards you with cooldowns, it makes sense to tilt Vambrace more towards healing you when you hit other players and reduce the benefit you get from hitting the core with it equipped.
Restore Stagger equal to 50% → 75% of the damage you deal (10% → 5% on Core).
Source
Changelog.gg summarizes and formats this update. How we read updates.
