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← Hero Guides · Weapon

By Amya · Updated 2026-10-26

Bastard Sword weapon icon

Bastard Sword

S
Hero Killing7/10
Units Killing10/10
Dueling10/10
Crowd Control9/10

Loadouts

pick one column

Riposte

S+ once you know it

The highest skill ceiling and the most damage, for far less survivability. Double Dash into Riposte, S+ tier once you have the tech, but some metas don't welcome it.

Spells

Spam 2x Dash into Moulinet into Riposte, keeping the damage buff up for the two dashes. Take Fluid Shadow for the ultimate; CCi is only useful in Territory War and comp games. The build screenshot is in the section below.

Wear
Carnifex's HelmCarnifex's HelmHelm · Medium armourNormal Blue schematic2 pcIncreases piercing, slashing, and blunt damage by 150 each.4 pcIncreases Strength, Agility, Toughness and Armour by 10.Rogue's BracersRogue's BracersBracers · Light armourNormal Blue schematic2 pcIncreases piercing, slashing and blunt armour penetration by 250.4 pcIncreases critical value by 96 points.Rogue's ArmourRogue's ArmourChest · Light armourNormal Blue schematic2 pcIncreases piercing, slashing and blunt armour penetration by 250.4 pcIncreases critical value by 96 points.Carnifex's BootsCarnifex's BootsBoots · Medium armourNormal Blue schematic2 pcIncreases piercing, slashing, and blunt damage by 150 each.4 pcIncreases Strength, Agility, Toughness and Armour by 10.Conviction (Bastard Sword)ConvictionEpic schematicRogue's + Carnifex'sConviction2 Light + 2 MediumCarnifex helm and boots, Rogue's body and gloves, with an epic schematic weapon. Keep total defence under 1500 or the passive stops. 4/4 Carnifex also works, and you can let it break itself for more damage.
Attributes
Full STR

Keep checking that you are under the armour cap for the damage boost. Stamina management and positioning matter most.

Spell dmg & Riposte

Plays around your spells more than Riposte. Let every spell land all its hits instead of cancelling it at once.

Spells

The same passives as Riposte, but take Eclipse Twin-Slash instead of the +60% Riposte damage passive, so your abilities hit with full damage in between Ripostes. The screenshot is in the section below.

Wear
Carnifex's HelmCarnifex's HelmHelm · Medium armourNormal Blue schematic2 pcIncreases piercing, slashing, and blunt damage by 150 each.4 pcIncreases Strength, Agility, Toughness and Armour by 10.Rogue's BracersRogue's BracersBracers · Light armourNormal Blue schematic2 pcIncreases piercing, slashing and blunt armour penetration by 250.4 pcIncreases critical value by 96 points.Rogue's ArmourRogue's ArmourChest · Light armourNormal Blue schematic2 pcIncreases piercing, slashing and blunt armour penetration by 250.4 pcIncreases critical value by 96 points.Carnifex's BootsCarnifex's BootsBoots · Medium armourNormal Blue schematic2 pcIncreases piercing, slashing, and blunt damage by 150 each.4 pcIncreases Strength, Agility, Toughness and Armour by 10.Conviction (Bastard Sword)ConvictionEpic schematicRogue's + Carnifex'sConviction2 Light + 2 Medium2x light and 2x medium, with the epic schematic weapon.

Carnifex's Or 4x medium, and let the pieces break.

Attributes
Full STR

Watch not to go over 1500 total defence (piercing, slashing and blunt defence added together).

Tank

The new Poleaxe meta. Block, damage reduction, CC and escapes keep you alive and open room for your units, for far less damage.

Spells

Impregnable Wall and Bulwark Stance are a must. Take Blade Blast as the third bottom passive, with Whirling Recovery and Cheaseless Strikes, so Hew spam brings your ult back fast. Siege Breaker or Sword Dance also work as the third. The passives screenshot is in the section below.

Wear
Fearless Paladin HelmetFearless Paladin HelmetHelm · Heavy armourEpic schematic2 pcWeapon Dance damage reduction and slow effects are increased by 75%.3 pcIncreases Defence by 72 points.4 pcDuring [Rough Justice] and [Lochaber Strike], become immune to control effects except [Winded], and Max Health is increased by 10%.Fearless Paladin BracerFearless Paladin BracerBracers · Heavy armourEpic schematic2 pcWeapon Dance damage reduction and slow effects are increased by 75%.3 pcIncreases Defence by 72 points.4 pcDuring [Rough Justice] and [Lochaber Strike], become immune to control effects except [Winded], and Max Health is increased by 10%.Fearless Paladin ArmourFearless Paladin ArmourChest · Heavy armourEpic schematic2 pcWeapon Dance damage reduction and slow effects are increased by 75%.3 pcIncreases Defence by 72 points.4 pcDuring [Rough Justice] and [Lochaber Strike], become immune to control effects except [Winded], and Max Health is increased by 10%.Fearless Paladin BootsFearless Paladin BootsBoots · Heavy armourEpic schematic2 pcWeapon Dance damage reduction and slow effects are increased by 75%.3 pcIncreases Defence by 72 points.4 pcDuring [Rough Justice] and [Lochaber Strike], become immune to control effects except [Winded], and Max Health is increased by 10%.Conviction (Bastard Sword)ConvictionEpic schematicFearless PaladinConvictionEpic · HeavyThe Epic Schematic Poleaxe set, for higher defence and the HP buff, with the epic schematic weapon.

Guardsman's With the epic schematic weapon.

Stoneguard In a meta where nothing can oneshot you, with Last Rite, the Stoneguard weapon.

Attributes
Full STRor Full HP

Good to know

Armour is not a ladder on this weapon, it is a choice between the builds: Riposte and Spell dmg & Riposte only work while your total defence is under 1500, and the Tank build wants the opposite.

Best gender
N/A (Animation Change depending on it)
Aiming
Hero: Assisted on, Locked off · Units: Assisted off, Locked off

Crafting

Weapon

Must roll
Slashing DMG / Slashing Pen
Aim for
Slashing Damage~321+max 535
Slashing Pen~336+max 560

Rule of thumb: get your main damage and penetration to 60% of max. The ceilings are the Legendary rolls on the Conviction.

Also good
Strength / Critical Hit Chance / Critical Damage

Armour

Attributes
Depends on the build, written next to them. (Need 5k points per sub spell to unlock, big one cost more)
Rolls
Leadership is a reforged armour stat you grind (lock it on every piece), not a flat set bonus. New to any of this? See crafting and honing.

Best runes this season When a slot says "Pick one", both runes are playable: take the one that fits how you play. Helm: both are playable, but I prefer Crown Soul's extra 10% unit damage reduction over Abyssal Rift's poison, unless you play a diving class. Armour: Flower War triggers on skills whose tooltip shows the DAMAGE tag without RANGED (here: Leaping Hew, Cross Execution, Hew, Riposte), and its +25% defence does not count toward the defence caps on passives. Bracers: Diving Eagle is a must if you run lance cavalry in your warband. It costs 3, so drop Yang Fire VII for it. If you don't run Buckler or Poleaxe units, take Yang Fire VII and VIII on the armour instead.

Weapon5/5
Stone Dance2Stone Dance2 Rune Power[Moulinet Advance] can Knockback enemy units.
Silent Ambush3Silent Ambush3 Rune PowerWhen defending for more than 1 second, your next [Riposte] within 4 seconds will Knockdown the enemy.
Helm5/5
Pick one
Crown Soul3Crown Soul3 Rune PowerReduces unit damage taken by 20%. When health is below 50%, further reduces unit damage taken by 10%.
or
Abyssal Rift3Abyssal Rift3 Rune PowerReduces unit damage taken by 20%. Upon death, creates a poison area with a 5-meter radius. Enemy units within the area take [Poison] damage equal to 2% of their max health per second for 10 seconds.
Yang Fire VIII1Yang Fire VIII1 Rune PowerIncreases Agility and Armour by 2 points.
Yang Fire VII1Yang Fire VII1 Rune PowerIncreases Strength and Toughness by 2 points.
Armour5/5
Pick one
Flower War3Flower War3 Rune PowerUsing non-ranged [Damage] skills increases all defence types by 25% for 8 seconds.
or
Earth's Vessel3Earth's Vessel3 Rune PowerReduces damage taken by 10%. When in [Knockback], [Knockdown], [Knockup], or [Concussed] states, further reduces damage taken by 25%.
Pick one
Hidden Blade2Hidden Blade2 Rune PowerIncreases Slashing Damage of [Buckler] units by 6%.
or
Blood Copper2Blood Copper2 Rune PowerLifesteal from [Poleaxe] units converts 50% of the healing amount into damage to the target. Only effective for units.
Bracers5/5
Obsidian Saw2Obsidian Saw2 Rune PowerIncreases damage dealt to units by 6%.
Pick one
Captor's Glory2Captor's Glory2 Rune PowerIncreases damage dealt to heroes by 6%.
or
Diving Eagle3Diving Eagle3 Rune PowerEnters an uninterruptible state during a melee cavalry charge, which disappears after taking one attack. Lasts 10 seconds.
Yang Fire VII1Yang Fire VII1 Rune PowerIncreases Strength and Toughness by 2 points.
Boots5/5
Falling Talon3Falling Talon3 Rune PowerWhen health is below 25%, hero damage taken is reduced by 50%.
Healing Herbs2Healing Herbs2 Rune PowerReduces [Bandage] duration by 40% while keeping the total healing amount unchanged.

Guide

by Amya · 6 parts

Depending on the build you choose, you must set clear rules for yourself. Some builds make you weak against units, others against heroes, but in return they offer strong advantages in other roles. Your goal is to fully exploit the main strength of your build instead of trying to do everything. There are many viable variants, and I’ll keep updating this as more data comes in.

  • RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage.: the highest skill ceiling and the most damage, at the cost of far less survivability. Some metas don’t welcome it.
  • Spell dmg & RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage.: plays less around RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. and more around your spells. You skip the node that boosts RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. hard at the cost of spell damage, so you let every spell land all its hits instead of cancelling it at once. You can still cancel as soon as the last damage hit lands, or when you need to dodge something.
  • Tank: uses the block, the passive damage reduction, the CC, the escapes and the whole kit to bring back a new Poleaxe meta, and does it better. The two things that made Poleaxe OP, Weapon Dance and its AOE CC ultimate, are both in the Bastard Sword ult in a single spell, plus its own heal and damage reduction. It opens room for units with huge CC that soak damage, at the cost of doing far less damage.

It all depends on your playstyle: play around your strengths.

RiposteDouble Dash into RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage.. S+ tier once you know the tech.

Bastard Sword Riposte skill set

Spam 2x Dash into Moulinet into RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage.. There are a LOT of hidden mechs on the class about stamina and dmg boost.

Full STR, 4/4 Carnifex (you can let it break itself for more dmg) or 2x light, 2x medium and Epic Shem weapon, double slashing weapon (bonus str/crit chance/crit dmg). Keep checking you are under the armor cap for dmg boost.

Take Fluid Shadow for ult; CCi is only useful in TW / comp games. You can tweak the build like you want, but overall playing fully around double Dash into RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. is goated.

Keep the DMG buff up for 2x Dash, then just spam RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage.. Being close lets you hit swing AND wave; it’s just the best build until nerf. Left, left, hold right click swing, and repeat.

Stamina management and positioning are what matter most.

With the above node that you take in the RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. build, even snare/winded can be i-framed (30% skill, 70% “is the server lagging or not”).

Golden rules:

  • Never natural roll, always Dash. Same input, but you need a spell or a left or right click before your initial Dash.
  • In a blob, always buff yourself with the stamina (E) and the penetration (Q), make sure you have both Dash buffs up, and use up to 3 Ripostes to keep your stamina at a good rate forever.
  • In a 1v1 and the like, know that your ult is a hard stagger that cancels most non-CCI spells. Play a LOT around the right click hold that makes your next RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. knock: you can hold right click, still cast a spell, Dash, RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage., and it is still a knocking RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. even 3s later. Very OP.
  • A RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. in the back not only hits twice as hard, it sometimes hits 4x as high since it double hits, so make sure to position yourself the right way.

Start your first Riposte with a Dash, not a roll

I see a lot of RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. players initiating their first RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. wrong, starting with a roll like this. It wastes stamina, and you can end up taking high burst or getting stunlocked, because there is no iFrame on a roll.

Wrong: starting with a roll

What you can do instead is left or right click, or an ability, into dodge to instantly go into Dash, like this.

Right: click or ability into dodge, straight into Dash

Stamina management

One of the biggest problems with the RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. build is stamina management. If you hit 2-3x RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. per Dash, you keep your stamina full and keep the damage buff from Dash fully stacked for the whole fight, even if you didn’t use E for the stamina buff. You can spam dodge for iFrames when you feel you are in trouble, or about to get pinned or bursted by a high damage ability.

Best passives for Riposte

Imo these are the best passives. The highlighted ones are mandatory, but the rest can be changed based on preference.

Bastard Sword Riposte passives, the mandatory ones highlighted

Bastard Sword enhancement effects for the Riposte build

How I fight in a blob or against units

Start with E for the iFrame and reduced stamina consumption on Dash, then Q and Dash to cancel the animation, which gives you a shield and debuffs enemy damage if you hit them. RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. 1-3x depending on whether you need the iFrames or not.

You can also use R for CC, or for escaping and flanking, and it debuffs enemies so they take +15% damage from all sources.

For the ult, most of the time I cast and cancel it to daze units, debuff them and get some HP back.

Shield from Q, twice

You can also get a shield from Q twice: once on horse dismount, and another when using it on foot (if you don’t chain the one from dismount). It doesn’t stack, but it’s useful to tank a little bit of damage or save you from death.

A good shield passive is Impregnable Wall: it works with both the normal Q and the Q from horse, so you have it perma up.

Impregnable Wall: Leaping Hew grants a shield equal to 200% of total base Defence

Flick the ult

You can also flick the ult’s last hit and damage people in all 360 degrees.

Spell dmg & RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage.Full STR.

Full STR. Armour is either 2x light and 2x medium, or 4x medium (and let the pieces break), with the epic schematic weapon.

For this hybrid build I use the same passives as the RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. build. The only difference is that I put this passive instead of the +60% RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. damage one, because it feels nice to use abilities with full damage in between Ripostes to manage stamina better: you use all the hits from Q and E, not just use and cancel them for the buffs.

Bastard Sword Spell dmg & Riposte passives, Eclipse Twin-Slash shown

  • Eclipse Twin-Slash: Cross ExecutionCross ExecutionUnleashes a sword aura that inflicts Knockback on surrounding enemies, then follows up with 3 powerful slashes. The first two hits deal 166% Base + 1657 Slashing Damage, and the final hit deals 188% Base + 2054 Slashing Damage while inflicting Knockup. Control Removal: Removes Dazed and Knockdown. Buff: Instantly restores 20% of lost health, and grants [Spirit] for 15 s: enemies within 10 m deal 30% less damage, and killing enemy Units restores 2% max health. Lasts 15 s. grants Hollow Veil for 16 seconds: damage against targets with higher Base Defence than you is increased by 4% for every 100 points of difference (up to 40%).

This passive is like a guaranteed +40% damage buff for 16 seconds after you cast the first hit of the ult, since on Bastard Sword you have to play medium or light armour and everyone else is heavy (Glaive with +60% defence after its ult).

Watch not to go over 1500 total defence: your piercing, slashing and blunt defence added together. Here that is 498 + 485 + 507 = 1490.

Character stats with 1490 total defence, under the 1500 cap

TankArmour: the Epic Schematic Poleaxe set (Fearless Paladin) for higher defence and the HP buff, or Guardsman’s, both...

Armour: the Epic Schematic Poleaxe set (Fearless Paladin) for higher defence and the HP buff, or Guardsman’s, both with the epic schematic weapon. Or Stoneguard with Last Rite, the Stoneguard weapon, in a meta where nothing can oneshot you. Full STR or Full HP.

These are the passives for the Tank build. The ones with a red square can be changed based on preference.

Bastard Sword Tank passives, the ones you can change marked in red

For the 3 passives at the bottom, these two are a must:

  • Impregnable Wall: Leaping HewLeaping HewLeaps forward and cleaves down with the sword, launching a 2-hit attack. Each hit deals 118% Base + 1021 Slashing Damage. grants a shield equal to 200% of total base Defence (up to 4000) for 3.5 seconds.
  • Bulwark Stance: After Moulinet AdvanceMoulinet AdvanceSwings the sword, continuously blocking incoming attacks while dealing multiple hits of 86% Base + 861 Slashing Damage. Control Removal: Removes Dazed, Knockdown, and Concussed., damage you take is reduced by 24% for 8 seconds.

For the third, take this one:

  • Blade Blast: HewHewFirst hit deals 100% Slashing Damage; Second hit deals 112% Slashing Damage; Third hit deals 112% Slashing Damage; Fourth hit deals 170% Piercing Damage. releases 1 wave of sword energy.

Blade Blast: the Hew enhancement in the bottom row

It works with two passives from the middle row:

  • Whirling Recovery: Cross ExecutionCross ExecutionUnleashes a sword aura that inflicts Knockback on surrounding enemies, then follows up with 3 powerful slashes. The first two hits deal 166% Base + 1657 Slashing Damage, and the final hit deals 188% Base + 2054 Slashing Damage while inflicting Knockup. Control Removal: Removes Dazed and Knockdown. Buff: Instantly restores 20% of lost health, and grants [Spirit] for 15 s: enemies within 10 m deal 30% less damage, and killing enemy Units restores 2% max health. Lasts 15 s. cooldown is reduced by 6 seconds. If the sum of your base Defences is above 2100, using it also restores 10% of lost Health and reduces its cooldown by 10 more seconds.
  • Cheaseless Strikes: While under Spirit, each enemy hit by HewHewFirst hit deals 100% Slashing Damage; Second hit deals 112% Slashing Damage; Third hit deals 112% Slashing Damage; Fourth hit deals 170% Piercing Damage. reduces Ultimate cooldown by 0.2 s.

Whirling Recovery: the Cross Execution node in the middle row

Cheaseless Strikes: the Hew node in the middle row

Ult first, then spam HewHewFirst hit deals 100% Slashing Damage; Second hit deals 112% Slashing Damage; Third hit deals 112% Slashing Damage; Fourth hit deals 170% Piercing Damage. into something dense, like Stalwarts, a Phalanx or a tight enemy blob. The wave hits a lot of models, and every model hit takes 0.2s off your ult, so each swing can take 2 to 4 seconds off. Your ult can come back in 5 to 10 seconds, which keeps Spirit up (enemies within 10 m deal 30% less damage) on the whole enemy blob. Best case from a tank player we trust: a 5s ult cooldown, 6 ults in one short teamfight, and 2 million unit damage on 45k HP.

If you prefer something else for the third, these also work:

  • Siege Breaker: The counterweight ball of Driving ThrustDriving ThrustHold to dash forward, inflicting Knockback on enemies in the path and dealing 110% Base + 1359 Piercing Damage. On release, unleashes a powerful thrust, dealing 131% Base + 1572 Piercing Damage to enemies in front. Finally, strikes the enemy with the weapon's pommel, dealing 167% Base + 1346 Blunt Damage and inflicting Concussed. always breaks Guard.
  • Sword Dance: HewHewFirst hit deals 100% Slashing Damage; Second hit deals 112% Slashing Damage; Third hit deals 112% Slashing Damage; Fourth hit deals 170% Piercing Damage. reduces Stamina consumption by 25% for 1.5 seconds after use. If the sum of your base Defences is 2100 or lower, HewHewFirst hit deals 100% Slashing Damage; Second hit deals 112% Slashing Damage; Third hit deals 112% Slashing Damage; Fourth hit deals 170% Piercing Damage. grants immunity to normal Dazed effects.

Tips

  • This class works with any armor set, but as a melee AOE unit-hitter, full light armor is generally a bait option.
  • If you are playing the RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. or Spell dmg & RiposteRiposteRaises sword to block and unleashes 2 slashes: First hit deals 105% Slashing Damage; Second hit deals 112% Slashing Damage. build, look to not go over the cap. Think about a few tricks such as letting your stuff break itself for lower armor value (while keeping the actual bonus set).
  • Weapon runes: if you don’t use E as DPS, swap Stone Dance for Yang Fire VII and Yang Fire VIII.

Balance history

8 changes
  1. FixSource ↗
    • Fixed an issue where the stamina reduction effect triggered by triple-defense attributes did not activate under certain conditions.
  2. BuffSource ↗
    • Specialty node [Phantom Feint]: Extra stamina consumption reduction effect: 30% → 35%.
    • Specialty node [Sword Dance]: Stamina consumption reduction effect: 20% → 25%.
    • Fixed an abnormal Cooldown issue resulting from a conflict between the 2-piece set effect of the [Crimson Oath] Bastard Sword set and the extra effect of the [Blade's Breath] Specialty.
  3. RebalanceSource ↗
    • [Cross Execution]: Max targets attacked reduced from 8 to 7. Target count where damage decay begins raised from 2 to 4. The skill's Cleanse no longer removes [Concussed].
    • [Driving Thrust]: Max targets attacked increased from 2 to 3.
    • [Shadow Step Slash]: Base Slashing Armour Penetration multiplier for the second hit increased from 100% to 120%.
    • [Moulinet Advance]: Base Slashing Armour Penetration multiplier increased from 80% to 100%.
    • Normal Attack [Hew]: Max targets attacked reduced from 3 to 2.
    • [Riposte]: Max targets attacked reduced from 3 to 2.
    • [Phantom Feint]: Base Defence threshold requirement for extra effects lowered from 1,800 to 1,500. Extra stamina consumption reduction lowered from 35% to 30%. [Dash] invincibility duration during the [Phantom Dance] effect reduced from 0.5s to 0.2s.
    • [Whirling Recovery]: New effect when the Defence threshold condition is met, reduces [Cross Execution] cooldown by 10s.
    • [Sword Dance]: Stamina consumption reduction lowered from 25% to 20%.
    • [Myriad to Silence]: [Riposte] damage boost lowered from 60% to 50%.
    • [Fluid Shadow]: Base Defence threshold requirement for extra effects lowered from 1,800 to 1,500. Extra damage buff per stack on [Dash] lowered from 20% to 15%. Removed the 15% reduction to Slashing Defence, and with it the +200 Slashing Armour Penetration.
    • [Fatal Brand]: Removed the 10% reduction to Slashing Defence, and with it the +100 Slashing Armour Penetration.
    • [Bloodburning Edge]: Removed the 20% reduction to Piercing Defence.
    • [Hallowed Pursuit]: Removed the 15% reduction to all Defence types, and with it the +150 Slashing Armour Penetration.
    • [Predator's Burst]: Removed the 6% reduction to Piercing Defence, and with it the +200 Slashing Armour Penetration.
    • [Eclipse Twin-Slash]: Removed the 20% reduction to all Defence types, and with it the +200 Slashing Armour Penetration.
    • Fixed an issue where the sword aura damage hitboxes could be repeatedly detected.
    • Stamina recovery is now paused when connecting [Roll/Dash] to [Hew - Hit 3] or [Riposte - Hit 1].
  4. FixSource ↗
    • Fixed an issue where Leadership displayed incorrectly when participating in Deploy & Defend with the Bastard Sword Hero.
  5. RebalanceSource ↗
    • [Riposte] - [Predator's Burst]: Before: Successful block during [Riposte] increases damage by 30% for 3s. After: Successful block during [Riposte] increases damage by 30%, increases [Slashing Armour Penetration] by 200, but reduces [Piercing Defence] by 6% for 3s.
    • [Leaping Hew] - [Chain Heavy]: Before: Hit reduces target's [Slashing Defence] by 30% for 5s. After: Hit increases own [Slashing Armour Penetration] by 300 for 5s.
    • [Moulinet Advance] - [Rising Edge]: Before: Successful block during skill increases damage by 5% for 5s (stacks 3 times). After: Successful block increases damage by 5%, increases [Slashing Armour Penetration] by 50, but reduces all defence types by 3% for 5s (stacks 3 times).
    • [Driving Thrust] - [Fatal Brand]: Before: Target takes 15% increased damage for 6s. After: Target takes 15% increased damage for 6s. Self: [Slashing Armour Penetration] +100, [Slashing Defence] -10%.
    • [Cross Execution] - [Hallowed Pursuit]: Before: Block break +20%. If total base defence < 2100, gain CC immunity during skill. After: Block break +20%. If total base defence < 2100, gain CC immunity. Additionally: [Slashing Armour Penetration] +150, all defence types -15% for 5s.
    • [Cross Execution] - [Fluid Shadow]: Before: Skill damage +8%. If total base defence < 1800, [Dash] grants +20% damage for 3s (stacks 2 times). After: Skill damage +8%. If total base defence < 1800, [Dash] grants +20% damage, [Slashing Armour Penetration] +200, [Slashing Defence] -15% for 3s (stacks 2 times).
    • [Cross Execution] - [Eclipse Twin-Slash]: Before: Grants [Hollow Veil] (16s): Damage increases against targets with higher base defence (4% per 100 diff, max 40%). After: Grants [Hollow Veil] (16s): Damage bonus mechanics unchanged. Additionally: [Slashing Armour Penetration] +200, all defence types -20%.
    • [Cross Execution] - [Bloodburning Edge]: Before: Consumes 20% Max HP. If Base Max HP > 30,000, damage during [Spirit] increases by 0.5% per 200 excess HP (max 20%). After: Mechanics unchanged. Added effect: [Piercing Defence] -20%.
    • Rune [Earthshaker Stance]: Before: If defending >1s, next [Riposte] causes knockdown. After: If defending >1s, next [Riposte] within 4s causes knockdown.
  6. NerfSource ↗
    • Reduced the block duration determination for the Bastard Sword skill [Moulinet Advance]; the block effect now ends immediately when the action concludes.
  7. RebalanceSource ↗
    • Whenever Bastard Sword receives healing from its own skills or Specialty nodes, it gains 1 stack of [Stagnation]. The more stacks of [Stagnation] are active, the more all healing received by Bastard Sword is reduced. Stacks last 10 seconds and can build up to 4. Healing reduction: 2 stacks 40%, 3 stacks 60%, 4 stacks 80%.
    • Core node [Impregnable Wall] shield duration: 7 s → 3.5 s.
    • Core node [Eclipse Twin-Slash]: [Hollow Veil] effect adjusted to: damage dealt is increased against targets whose base Defence value is higher than that of Bastard Sword; +4% damage for every 100 points, up to a maximum of +40%.
    • [Riposte I] used after [Roll] or a dash now also inherits the basic node [Swift Razor-Wind] effect, releasing a wave of sword energy that deals 100% Slashing Damage.
    • Improved Bastard Sword character animations when guard is broken.
    • Updated the skill description for [Mounted Cross Execution] to include its damage type. Actual effect is unchanged.
  8. FixSource ↗
    • Fixed an issue where [Hew] Core Node [Sword Dance] caused abnormal Stamina.
    • Fixed an issue where [Moulinet Advance] Core Node [Bulwark Stance] caused abnormal skill cooldown durations.
    • Fixed an issue where damage was abnormal when attacking while riding a Mount.
    • Fixed an issue where [Roll] could not be performed while using [Bandage].

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  • Free T4 unit
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The best way to support me is to share these codes around. Please pass them to new and returning players!

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Codes can expire. If one stops working, tell @amya.db on the Discord.

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