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Steam News24 December 20256mo ago

Performance Scoring & Match Quality Update

Spawner Summon Limits We saw summon counts balloon well beyond intended pressure levels.

Full notes

Full Wildcard update

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What changed

1 fix2 additions28 changes1 removal
  • Gameplay
  • Performance
  • Events
  • Balance
changedSpawner Summon LimitsSpawner summons will now be capped by total active summons on the field, preventing runaway board states while keeping their identity intact.
changedScoring Shift: Performance Per MinutePlayers correctly identified optimal game lengths and summon loops.
changedScoring Shift: Performance Per MinuteScoring is moving to a performance-per-minute model
changedScoring Shift: Performance Per MinuteAll stats remain the same
changedScoring Shift: Performance Per MinuteScores are now based on consistency and efficiency , not game length
changedScoring Shift: Performance Per MinuteAny match duration can score well if played efficiently
Dash count35Dash count increased, buffInitial damage6030Initial damage decreased, nerfFire damage5030Fire damage decreased, nerfSpawn time1520secondsSpawn time increased, nerf

Spawner Summon Limits

We saw summon counts balloon well beyond intended pressure levels.

Spawner summons will now be capped by total active summons on the field, preventing runaway board states while keeping their identity intact.

Scoring Shift: Performance Per Minute

Players correctly identified optimal game lengths and summon loops.

Scoring is moving to a performance-per-minute model

  • All stats remain the same

  • Scores are now based on consistency and efficiency, not game length

  • Any match duration can score well if played efficiently

  • Full overhaul on how much each stat contributes to a score

  • Win bonus has a win streak added to it now

This removes “optimal end timing”. We will still be checking matches for collusion and match fixing.

ELO-Based Matchmaking

Skill gaps were creating extreme score disparities.

Players will now be matched by ELO to start

  • Slightly longer queues

  • Significantly higher match quality

  • More competitive, fair scoring opportunities

Full Scoring Transparency

Scoring clarity was a common request.

We’re fully exposing scoring data

  • Scorecards will show exact stat values

  • Players can hover over scores in the standings to see how points were distributed for each match

No more guessing, everything is visible.

Looking Ahead

Last week’s data gave us incredible insight into how players optimize, adapt, and push the system. These changes are designed to:

  • Reward skill and consistency

  • Reduce patterns

  • Improve match quality

  • Make scoring fully understandable and transparent

We’re excited to see how this Friday’s tournament plays out under the new structure.

Game Balance Updates

Ragna

  • Dash count changed from 3 -> 5

Bolgar

  • Fixed an issue where you could reactivate the Sidekick ability while it was on cooldown

  • Can no longer cancel out of the Sidekick ability

Heartburn

  • Initial damage changed from 60 -> 30

  • Fire damage changed from 50 -> 30

Spord

  • Spawn time changed from 15 -> 20 seconds

Volcrab

  • Spawn time changed from 8 -> 15 seconds

Cactiking

  • Spawn time changed from 4 -> 8 seconds

  • Poison Cactiking spawn time changed from 4 -> 10 seconds

Deadeye

  • Range changed from 30m -> 20m

  • Aura Deadeye mana changed from 7 -> 9

Pocus

  • Ranged changed from 35m -> 20m

Floraphant

  • Damaged Floraphant damage changed from 75 -> 50

Sembler

  • Partner spawn time changed from 10 -> 30 seconds

Pyrokeet

  • Egg health changed from 75 -> 125

Buckshot

  • Last Stand mana changed from 4 -> 5

Razorpaw

  • Initial hit happens faster

See you in the Arena

Source

Steam News / 24 December 2025

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