Dev Diary - The Lannisters, Targaryens, and More
Greetings House Leaders,
After many months of effort, discussion, iteration, and no shortage of feedback - the great rebalancing of Westeros is nearing its conclusion.
From the icy resolve of the Night’s Watch to the fury of the Free Folk, from the early onslaught of the Greens to the cruel precision of the Boltons, we’ve taken time to ensure that every house has a voice, a place, and a path to victory. This has been one of the largest systemic undertakings we’ve ever done in Game of Thrones: Legends - and likely one we’ll never need to repeat at this scale again.
This penultimate phase brings with it a long awaited shift in power. The Lannisters make their way into the spotlight with a new mechanic, altering their playstyle - the Treasury; giving them a unique resource to manipulate and control the flow of battle. We’ve carefully tuned some existing Lannister Champions to support this new mechanic, while keeping their core identities intact. Alongside them, new Champions arrive to reinforce the Lions: Joffrey (The Future King), Sandor Clegane (Joffrey’s Guardian), and Meryn Trant - each playing into the themes of Lannister dominance. Joffrey in particular will prove vital in countering the rise of sustain-based strategies.
We’ve also revisited and refined Champions across the Targaryens, Brotherhood Without Banners, as well as several key factionless Champions to ensure they stay relevant in an ever-changing meta.
Finally, a few system updates will round out this next patch, including adjustments to Stamina gain effects, reaction fine tuning, and a change to an Ally Gem.
This is a significant milestone. Not just for balance, but for the future of the game. Read on to see the full breakdown of what’s changing, and how it will shape the battles to come.
Systems Changes - Refining the foundation.
Even in a world of dragons, kings, and shadowy whispers, sometimes it’s the quiet changes behind the scenes that make the biggest difference. This update includes a few important system-level adjustments designed to sharpen gameplay clarity and bring consistency to how effects behave.
Stamina Gain Effects
We’ve resolved an issue where certain Stamina-granting effects weren’t scaling as intended. Champions relying on the effects should now feel more consistent and impactful.
Reaction Systems Update
This update also will include a major behind-the scenes upgrade to how Champions react to battle events like applying marks or triggering effects. Our current system is limited, which leads to some abilities working inconsistently - or not at all. We have the power to make effects repeat when chained, or not, with little control over how or when.
Catelyn Stark is a great example of this. She heals allies when they apply ICE - but she’ll heal a different amount depending on if a single target or AoE ICE applier triggers her - and how much ICE is applied.
With this new system, we will have much better control. We will be able to set abilities to be able to react:
Once per event
Once per target hit
Or once per instance of a mark or effect
This will allow us to design abilities that behave more consistently - and more creatively. You won’t notice a visible change just yet, but we’re planning in-game indicators alongside more clear ability descriptions in future updates, so ability expectations are set more clearly.
Here are a few Champions who will feel the difference right away:
Sansa Stark - Will apply ICE only once when your team is debuffed, instead of multiple times.
Jon Snow (Bastard of Winterfell) - Will no longer gain Northern Gift from his own Skill, but will gain more Northern Gift when allies apply multiple ICE to a single target.
Bolton Pikeman: Will apply BLEED for each critical hit in his multi-hit Skill, instead of just once.
Ally Gem Change: Love & Duty (Criston Cole & Rhaenyra)
This powerful pairing has received some targeted adjustments to improve its synergy and focus its strength.
The Love & Duty Gem will now target the ally marked by CRISTON’S CHARGE, rather than the team’s strongest ally.
The Gem will no longer grant +15% ATK, but will provide the +15% DEF buff.
This change will allow players to strategically direct the Gem’s effects, making it more powerful and unlocking new synergies, like reliably triggering Rhaenyra’s Passive. In return, we’ve removed the secondary buff to keep its power in check and ensure it remains a tactical choice.
The Lannisters - Power, Bought and Paid For
“A Lannister always pays their debts.” And after many long seasons of falling behind in battle, it’s time they were repaid in kind.
Much like the Greyjoys before them, the Lannisters have struggled. Not for lack of identity, but because that identity has been difficult to balance. Their control-heavy playstyle, defined by DECEIVE, STUN, and WOUND, often leads to gameplay that feels oppressive to face. As a result, we’ve been forced to keep many of their Champions underpowered just to keep their opponents from facing frustration.
With this update, we’re introducing a new mechanic designed to preserve their signature control style while giving ourselves a healthier way to gate and scale their power.
Enter the Treasury.
Some select Champions will now periodically spawn Coin Gems on the puzzle board. We thought the Lannisters would be a great choice to employ it, but it’s not limited to them. These coins can be collected by matching, and are spent to empower specific abilities. No new interactions - all choice remains in matching and Skill use.
Think of it as the Lannisters’ answer to mechanics like BIRTHRIGHT - empowering the Greens, BRITTLE - which brings the Starks immense power, or RAIDED - unlocking the cunning of the Greyjoys. With the Treasury, the Lions gain a unique currency of control. One that rewards careful planning and tactical execution, rather than unchecked lockdown.
This opens the door to more powerful, satisfying Lannister abilities, while giving opponents some counterplay. In short: the gold flows again - and with it, a new future for House Lannister.
(NEW) Sandor Clegane (Joffrey’s Guardian)
Lannister/Baratheon - Violet - High-Born Protector
Joffrey’s royal bodyguard enters the battlefield and stands between your team and certain death - protecting with force and punishing with fury. With the speed to adapt and the power to deceive, he’s both a Baratheon and Lannister by name and by impact.
His mark grants a SHIELD and HEALING, but with enough coins in the coffers, Sandor can strike down foes and sow confusion, making him the perfect fit for any Treasury team in need of both protection and disruption.
Skill: “The Hateful Things I Do” - Marks an ally and SHIELDS them. For a Treasury cost, if Sandor marks an ally who already bears his mark, he’ll brutalize a random enemy and DECEIVE them.
Passive: “Save Yourself Some Pain” - Spawns Coin Gems when first marking an ally. Heals both himself and his marked ally when they use their Skill.
Leader Ability: “I Won’t Hurt You Little Bird” - Destroys a Power-Up when Sandor or his marked ally is HEALED.
(UPCOMING) Joffrey Baratheon (The Future King)
Lannister - Blue - Distinguished Fighter
Crowned too soon and feared too late, this version of Joffrey arrives to disrupt teams that buff themselves, including one of the more frustrating strategies that’s found its way into the meta: RENEW. Built with Treasury mechanics at his core, Joffrey isn’t just a petulant monarch - he’ll be a brutal counterpunch to stall tactics and sustain heavy teams. As both a Lannister and Baratheon, Joffrey’s control playstyle will be balanced with both Treasury and Gem mechanics to make his suitable fit for both team play styles.
(UPCOMING) Meryn Trant
Lannister - Red - High Born Protector
Meryn is here to slow down the fast, and punish the bold. Designed as a counter to aggro-heavy teams, he’ll force enemies to play at your pace - not theirs. As a frontline disruptor, he’ll soak pressure, disrupt early turns, and feed the Treasury with every misstep your opponents make. He’ll fill a much needed role for Lannister teams that attempt to take on faster opponents.
Cersei Lannister
Cersei will be reimagined as the finisher for Treasury-based Lannister teams, trading instant gratification for a slow, inevitable descent into chaos for her enemies. Her Passive, and her allies, will help her to build up MALICE, allowing her Skill to unleash unhinged AoE damage, so long as the Treasury’s cost is fed. In return, she’ll lose her instant (but somewhat random) AoE DECEIVE, but will still DECEIVE her initial target.
Skill Adjustments - Will DECEIVE a single target, gain MALICE, and deal AoE damage based on MALICE stacks.
Passive Additions - Cersei enters combat ready to fight, with full Stamina. When damaged, if Cersei has MALICE, she removes a Buff from all enemies. . Increases MALICE when a Lannister ally uses their Skill.
(NEW) Everyone Who Isn’t Us Is An Enemy (Leader Ability) - Each turn, or when a Lannister ally hits half health, if she has MALICE, she’ll spawn a Coin Gem.
Jaime Lannister
The Kingslayer will remain as sharp as ever. His core kit stays fully intact, but with the right investment, he will deliver extra damage, tactical strikes, and help fund the Treasury. These upgrades will reward players who lean into precision timing and resourceful play, without changing the Champion so many players already rely on.
Skill Upgrade - Pay 2 Coins and Jaime delivers a second strike and applies WOUND.
Leader Ability Upgrade - All previous effects are retained, but when upgraded and Treasury cost paid, Jaime will strike the weakest enemy at the start of each wave, or when an enemy is REINFORCED.
Passive Upgrade - All previous effects are retained, and when Jaime dodges an attack, he’ll spawn Coin Gems to support his faction’s economy.
Joffrey Baratheon (The Cruel King)
Joffrey moves from being a fragile finisher to a valuable setup piece in the Lannister arsenal. With these changes, he’ll now be able to apply pressure early, fuel the Treasury, and support his allies through control and economy.
Skill Adjustment - Will now strike a single enemy and mark them. If a Treasury cost is paid, will mark that enemy with JOFFREY'S SCORN, then deal AoE damage.
(NEW) Defend Your King (Passive) - When an enemy marked with JOFFREY’S SCORN is defeated, Joffrey spawns Coin Gems, HEALS himself, and grants his Lannister allies Dodge Chance.
(NEW) Mine to Torment (Leader Ability) - Joffrey will spread WOUND to enemies that drop low on HP.
Tyrion Lannister
Tyrion’s clever utility remains intact - but he’ll be even more rewarding to play. Whether you’re stacking Coins or Pacifying threats, every move Tyrion makes matters.
His Skill will now reward re-marking the same ally with a burst of Coins, and his Passive will ensure that even taking damage turns into a strategic win. Add in a Leader ability that generates Coin Gems in response to debuffs, and you’ve got a versatile Treasury enabled who keeps your team funded and your enemies silenced.
Skill Enhancement - If Tyrion marks an ally who is already marked, add Coins to the Treasury.
Passive Update - When Tyrion takes damage, he and his allies gain Resistance to that damage type and a random enemy becomes PACIFIED for several turns. Lannister allies gain double the Resistance buff.
Leader Ability Change - When Tyrion or his marked ally are debuffed, Tyrion spawns Coin Gems.
Petyr Baelish
Petyr’s kit has some fatal flaws - too slow to matter unless he’s leading, as a leader, he stalled his allies, and his damage was negatively impacted by the damage calculation changes. This simply won’t do for the most cunning manipulator in Westeros.
With these adjustments, we’re smoothing out his rough edges and amplifying his strengths. He’ll be faster, stronger, and still every bit the schemer - managing Stamina across the board, spawning Coin Gems, providing protection, and delivering the ultimate payoff to those who can unlock his devastating Treasury-powered nuke.
(NEW) Skill - Now Normal speed; Petyr damages an ally using Current HP, then strikes an enemy using HP Pool.
(NEW) Passive - On enemy defeat, Petyr gains a strong ATK SHIELD, spawns a Coin Gem, and inflicts STUN, DECEIVE, and WOUND - each targeting a random foe.
(NEW) Leader Ability - Allies lose Stamina when one uses a Skill, but all gain ATK SHIELDS while Petyr gains Stamina. Treasury (20) unlocks a massive AoE attack based on his SHIELD power.
Bronn
Bronn’s role won’t change much - he’ll still be here for a good fight and solid payday. With small tweaks to his Passive, he’ll play a key role in fueling the Treasury, especially for teams built around coin generation and tactical aggression.
(NEW) Upjumped Cutthroat (Passive Changes) - Spawns Coin Gems when a marked enemy is defeated. When upgraded, Bronn will regain Stamina for a minimal Treasury cost.
Leader Ability - No changes to functionality, but now spawns Coin Gems.
City Watch Spearman
Converted to support a Treasury kit, the Spearman will reward teams that lean into debuff interplay, without changing his overall power.
City Watch Swordsman
The Swordsman will maintain his original power, but will play a key role in kickstarting the Lannister Treasury engine. His guaranteed STUN will open up debuff synergies, and his passive will help recoup the cost, making him economically efficient and tactfully valuable.
Kingsguard Swordsman
This stalwart defender will keep his core intact, but counter with more power, and support Treasury teams with a bit more utility and passive control, helping to protect your backline and generate Coin value.
Kingsguard Veteran
Built to endure, the Veteran will bring new tactical utility to Treasury teams as the first Champion who can grant TAUNT to an ally. His HP Guard triggers and defensive tools will make him a reliable frontline anchor who will pay you back in Coin.
Lannister Spearman
The Spearman will remain largely unchanged, but will offer reliable WOUND application and Coin generation to support Treasury strategies - with a slight buff to his double strike damage.
The Targaryens - The Slow Burn of Fire and Blood
House Targaryen has always walked a fine line: unstoppable when their dragons take flight, but difficult to balance before that moment arrives. They’ve seen many months dominating the Iron Throne, defining the meta - with FIRE coming online quickly and burning through opponents before they could react. But as faster factions like the Greens emerged, the Targaryens lost their footing.
So, we’re redefining the Targrayens’ rhythm, hoping to put them in a better position in the game overall. Our goal is abundantly clear: Slow the spark, stoke the flame, and burn hotter.
Targaryens aren’t meant to compete with speed-based factions in the opening turns. Instead they should feel unstoppable in the late game, when their dragons arrive, and FIRE has built to a roar.
Here’s what this update will bring:
FIRE will stack up to 10 (previously 5), significantly increasing its late-game damage potential - particularly for Champions like Daenerys and Viserys III.
FIRE will deal less damage at low stacks, but ramp with more strength, ensuring it deals more damage when reaching 10 stacks.
FIRE damage will also scale with the target’s Max HP instead of ATK - making it a true threat to tanks and frontline defenders.
These changes will give Targaryen players a clear power curve: low early pressure, but explosive potential in the late game. And in turn, their opponents will have a more strategic window to challenge them before the FIRE fully ignites.
Here’s what you can expect from FIRE in play:
1 stack of FIRE will deal more damage, due to Max HP scaling.
2-5 stacks of FIRE will do less damage.
At max (10) FIRE, it will do more damage than the current max (5).
FIRE will deal more damage than RENEW heals when both are at 7 or more stacks.
FIRE will do less damage to DPS Champions and more damage to Tanks.
DEF will not reduce FIRE damage, but Fire Resistance will.
FIRE will have a maximum damage. This will be so high that it should never come into play unless you’re in Alliance Legendary Assault.
We’ll also be adjusting the Targaryen faction bonus to align with this shift in late game power, so expect a small reduction to the power of the bonus, although a full stack of FIRE should easily compensate when the burn is fully realized.
With these updates, House Targaryen returns to the battlefield with a more defined identity: low threat early, unstoppable firestorm late. If you’re patient - and ruthless - you’ll find no greater force in the late game than the House of the Dragon.
Alicent Hightower (Queen Dowager)
Before the civil war, Alicent and Rhaenyra were nearly inseparable…and then she married into the Targaryen family. The Queen Dowager will now be taking her place among the Targaryens, trading some passive defense for more potent healing and a newfound mastery of FIRE. Her support capabilities will be adjusted to better match the offensive nature of her new house. With a faster Skill speed, the flames will engulf her foes while she keeps her team surviving.
(NEW) Faction - Alicent has joined the Targaryen faction.
Skill Upgrade - Speed increased; Healing power increased, no longer grants a DEF buff, and now applies FIRE to all enemies.
Passive - Unchanged, since her RENEW is very potent.
Leader Ability Adjustment - Will grant allies a burst of defense when they’re low on HP, as well as Fire Resistance.
Criston Cole (Personal Guard)
This Criston has been looking for a better role in the game, so we’re going to empower him to help him with that. He’ll also be added to the Targaryen faction to reflect his deep loyalty to both Rhaenyra and Alicent prior to the civil war. With this shift, we’ll be updating his kit to better support FIRE-based teams and to enhance his utility beyond just raw damage.
A new Leader ability will give him a stronger opening presence, allowing players to access his supportive tools earlier in battle. Meanwhile, his Passive will help to fuel FIRE damage across the enemy team, giving him more impact in Targaryen lineups without relying solely on his mark mechanic.
(NEW) Faction - Criston has joined house Targaryen
Skill Adjustment - Slight reduction to base damage, DEF buff slightly increased.
Passive Changes - No longer grants a DEF buff; will apply FIRE to random enemies when his marked ally uses their Skill; Stamina sacrifice and grant increased.
Passive Bug Fix - Will properly grant Stamina scaling with Criston’s current Stamina. This should result in more Stamina on average, especially when Criston marks faster allies.
(NEW) Leader Ability - Criston starts combat with partial Stamina; if he marks himself with CRISTON’S CHARGE, he gains a long-lasting TAUNT.
Daenerys Targaryen (Mother of Dragons)
Daenerys has been reworked to better match her lore - a late game threat whose power rises with the flames. Her Skill speed will be significantly reduced, and while taken at face value that might seem like a downgrade - it’s offset by improvements to her Passive and Leader abilities that allow her to gain Stamina more reliably and deal increased Fire damage.
Her new Passive will still benefit from critical hits (applying FIRE), will give her more Stamina, and will reduce enemy Fire Resistance whenever FIRE is applied - making her more dangerous in coordinated Targaryen teams. Additionally, her Leader ability will apply FIRE to all enemies at the start of combat and give all Targaryen allies permanent Fire Resistance. We’re looking at Dany to be the Targaryen’s Ned Stark - reliable and impactful across longer fights.
Paired with the underlying changes to FIRE, and a buffed up Rhaenyra by her side to help her gain more Stamina, we think these changes should make Daenerys a more powerful threat on a Targaryen team, and not feel nearly slow at all. She’ll hit hard, in an AoE - and with her Fire Resistance debuff, her attacks will be even more lethal.
Skill Adjustments - Very Slow speed; base and per FIRE damage reduced to reflect higher late-game impact.
(NEW) Passive - Applies FIRE to foes when she crits; When enemies gain FIRE, grants Daenerys Stamina and reduces the target’s Fire Resistance for a few turns.
(NEW) Leader Ability - All enemies begin combat with 1 stack of FIRE; all Targaryen allies gain indefinite Fire Resistance.
Grey Worm
Grey Worm will now officially find a home with the Targaryens, and will be reworked to better serve as a dedicated protector and FIRE enabler. His Gem color will also be shifted to blue to avoid overlap with other key Targaryen Champions and help fill an open role on the team.
He’ll need more traditional survivability skills, like other tanks. With a flat TAUNT duration, FIRE retaliation on attackers, and an added HP Guard, Grey Worm will now be better suited for longer, tougher fights. His Leader ability will also be updated to scale with DEF - making him more relevant as a frontline leader.
If you’re not sold on the HP Guard mechanic, here’s why it will work so well for Grey Worm: When he takes a hit that would drop him below a threshold like 50% HP, that damage is completely blocked for that turn - he stops it right at the threshold. It’s a powerful tool against high DPS enemies like bosses, making him extremely durable in the face of massive single strikes, plus it has the added benefit of spreading some FIRE! Of course every defense has a weakness - he’ll still be vulnerable to fast, chip-style damage and effects like FIRE that can burn through HP Guards.
(NEW) Faction: Grey Worm has joined the Targaryen faction.
Gem Color: Grey Worm’s Gem color has been shifted to blue.
Skill Adjustment - Base damage slightly increased, TAUNT will now last a flat 5 turns; Will now apply FIRE to attackers while TAUNTING.
Passive Changes: ATK buff removed; gains an additional HP Guard at 25% HP; Upon first Guard activation, applies FIRE to a random enemy.
Leader Ability Update: Will deal damage based on Grey Worm’s DEF instead of ATK.
Rhaenyra Targaryen (Chosen Heir)
Rhaenyra has long been one of the most powerful and versatile champions in the game, and that wasn’t by accident - she was born to rule. But with her strength came a bit too much flexibility, dominating content far beyond her intended role. These updates aim to refocus her as a reliable Targaryen support, with stronger FIRE application and utility, but less reliance on random burst and passive Gem cascades.
She’ll remain a cornerstone for limited-time event content and Raids, but will shine brightest when paired with her own blood - leading the charge for House Targaryen instead of carrying every team on her back.
Skill Adjustments - Speed increased to Normal; FIRE chance raised to 100%; Buff removal chance increased; base damage reduced.
Passive Fixed - Increased chance to destroy Power-Ups; Healing reduced but bug-fixed; now exclusively targets Power-Up Gems.
Leader Ability Refinement - Will only spawn Power-Ups when a FIRE-afflicted enemy is defeated.
Bug Fixes - We’ll be fixing an issue where her healing is only triggering 25% of the time; We’ll fix an issue where her Skill will sometimes remove all buffs instead of just one.
Viserys Targaryen III
Viserys has always believed the crown was his by right - and now he’s ready to burn for it. As a ramping AoE dealer, he’ll grow more dangerous with each turn, feeding off his own FIRE stacks to unleash powerful Physical blows that reflect his volatility. He will serve as an alternative to Daenerys - acting as another late game damage dealer. His damage potential is higher than his sister’s and has a different damage type, but comes at the cost of burning himself.
Unlike Daenerys, his power won’t depend on burning enemies. It will build from within; enemies may be able to cleanse their FIRE, reducing Daenerys’ damage, but they can’t extinguish Viserys’ flames. His new Passive will ensure his rage simmers steadily, while his Leader ability will let him endure through loss, turning the fall of his team into his own rise.
(NEW) Skill - Deals AoE Physical Damage with bonus damage for each FIRE stack on him; speed reduced from Fast to Normal.
(NEW) Passive - Grants Fire Resistance; applying FIRE to himself and random enemies every few turns.
(NEW) Leader Ability - When an ally is defeated, all allied Targaryens gain ATK and Viserys heals based on his FIRE stacks.
Dragonstone Archer
He’s built to help newer players ease into the Targaryen playstyle; fast, aggressive, and fueled by FIRE. While his raw damage will remain strong, we’ll be adjusting his Passive to give him more long-term value - shifting him from pure DPS to a FIRE-support role that fits better as players move into more advanced Targaryen teams.
Dragonstone Elite
His role will be clarified - here to protect and burn. We’ll remove his reliance on critical strikes and reshape his kit to make him a more dependable frontliner. His Skill will grant TAUNT and a defensive buff, and while his FIRE application chance will be reduced, it will trigger much more consistently.
Dragonstone Maester
The Maester will be reworked to offer a more distinct and impactful role for House Targaryen. Instead of overlapping with other Menders, he will play a targeted support role, combining TAUNT, HEALING, RENEW and FIRE through a unique synergy with critical healing.
He’ll help frontline allies survive, trigger powerful effects through healing, and give Targaryens the tools they need to endure until their FIRE reaches full strength.
Dragonstone Master of Arms
The Master of Arms will be retooled into a more reliable FIRE-focused striker for early Targaryen teams. He’s meant to be a dependable Epic who brings both damage and support to any FIRE-centric roster, helping new players scale into stronger compositions.
With improved FIRE application, consistent damage output, and a brand-new Passive that triggers on enemy FIRE, he’ll fit cleanly into the faction's late-game ramp while helping chip away at enemy Fire Resistance.
Dragonstone Mender
The Dragonstone Mender will receive a boost to make him a more valuable healer from the moment you unlock him. His early performance has been underwhelming, so we’ll be raising his healing power - especially at lower Skill levels - and improving his ability to remove debuffs consistently.
To complement the reworked Dragonstone Maester, his HEAL can now critically heal, unlocking new synergy and offering additional utility in FIRE-based Targaryen teams.
Brotherhood
The Brotherhood Without Banners may be few in number, but they’ve always fought with conviction. With this update, we’ll be giving their roster a light touch to improve internal synergy - especially around their Critical Damage faction bonus, which wasn’t paying off as well as it should. These adjustments aim to help the Brotherhood feel more cohesive and make the most of their high-risk, high-reward identity. With kit updates, buffs, and improvements focused on their Crit-based synergies, who needs banners?
Beric Dondarrian
Beric walks the line between life and death, and this update will help him make that role feel more rewarding, particularly for Brotherhood teams built around Critical Strikes. His ability to apply FIRE will be tied to landing crits, rather than random chance, opening him up to new team comps beyond just FIRE stacking. We’ll also make his revive-based tanking more consistent and viable by removing his DEF penalty and letting his Leader ability trigger every time he’s brought back. This should make him a much better fit alongside Thoros and any team designed to keep Beric burning.
Skill Update - Deals AoE Fire Damage with bonus crit chance; applies FIRE to all targets only on crits.
Passive Adjustment - No longer applies a DEF debuff when revived, making his TAUNT more effective.
Leader Ability Update - Triggers TAUNT every time Beric is revived, not just the first time.
Thoros of Myr
Thoros will trade raw Fire damage output for something more fitting of the Brotherhood: resilience, support, and synergy with critical strikes. His updated Passive will trigger when allies land crits, allowing him to both strike enemies and heal his allies, giving the Brotherhood a much needed identity around crit-focused teamwork.
We’re also improving how his REVIVE works. Thoros will sacrifice less of his own HP and will do so in a more flexible way, making it easier to time his Skill without punishing yourself. His Leader ability will be overhauled to better support REINFORCING allies, giving both him and the returning Champion a boost in survivability.
Skill Improvement - Revives allies for slightly less HP at high levels; self-damage reduced and based on Current HP instead of Max HP.
Passive Adjustment - Triggers on allied Critical Hits; deals Fire damage and heals the ally who landed the Crit.
(NEW) Red Priest Of The Brotherhood (Leader Ability) - Triggers when an ally REINFORCES; heals Thoros and grants the returning ally Damage Resistance.
Brotherhood Champion
To better align the Brotherhood with their Crit-focused faction bonus, we’re updating the Brotherhood Champion’s Passive to boost Crit Chance instead of Accuracy. This small change will help him - and the faction as a whole - feel more cohesive in crit-based team builds.
Exiled Crossbowman
The Crossbowman will have built-in Critical Strike Chance, helping him take advantage of the Brotherhood faction bonus. To balance this, his damage will be slightly reduced. A bug in his Passive will also be resolved to ensure he’s removing buffs as intended - not wiping entire buff bars.
Factionless
Adolescent Drogon
Drogon remains one of the most potent sources of single-target FIRE in the game - but his raw damage isn’t keeping pace. We’re boosting his upfront firepower significantly, while also dialing up the risk that comes with wielding such devastating flames.
His Skill will now hit much harder and more reliably inflict FIRE, but his friendly fire will also be cranked up, encouraging players to pair him with champions who can endure or benefit from the burn - like the Targaryens.
Skill Improvement - Slower but deals significantly more damage; FIRE chances consistent.
Passive Adjustment - Friendly fire damage increased; applies more FIRE to allies, and can no longer hit himself.
Adolescent Viserion
Viserion is an unpredictable dragon - and we’re keeping the spirit of that alive - but his chaos will come with a little more control. His healing will be reworked to scale with Max HP, his WOUND effect will have a consistent duration, and his passive will finally function as intended.
To solidify his role as an anti-healing menace, his Skill will remove RENEW effects from enemies, making him especially effective against teams relying on sustain.
Skill Adjustments - AoE damage reduced; WOUND duration to a flat 3 turns; removes RENEW with bonus removal chance.
Passive Updates - Healing based on Max HP; Pacify chance and duration adjusted; ATK/DEF buffs removed for consistency.
Areo Hotah
Areo doesn’t need a full overhaul - just a bit of refinement. His ATK debuff will be guaranteed to land, making him a more dependable support in extended fights. To balance that consistency, we’re trimming its strength back and cleaning up some of his numbers elsewhere.
Skill Adjustments - Damage slightly adjusted; AoE and debuff chance increased, ATK debuff slightly reduced in potency.
Leader Ability Adjustment - Minor damage reduction at higher ranks.
The Ice Warden
He’ll remain one of the game’s most underrated threats, with a fearsome kit built around Stamina control and battlefield disruption. We’re giving a small boost to his damage, but the real focus will be his reworked Leader ability, which will be easier to understand and more broadly useful.
Instead of empowering REINFORCING allies (a narrow use case), the Ice Warden will revive the first fallen ally - bringing them back PACIFIED, true to his cold, eerie style. It will be a more clear and more powerful way to reflect his role as a bringer of unnatural endurance.
Skill Improvement - Slightly increased damage to better support his non-Leader role.
(NEW) They Weren’t Dead (Leader Ability) - REVIVES the first defeated ally with a portion of HP; they return PACIFIED for 3 turns.
Mysterious Green Seer
The Green Seer has powerful potential, but her impact often relies too heavily on the right setup. With this update, we’re giving her a more reliable Stamina engine and a new Passive that makes her a valuable support for any team with reinforcing Champions.
Her Gem-spawning Skill will be more consistent, and her old, modest Gem buffs will be replaced by a stronger, smarter effect: when any Champion reinforces, she grants the entire team increased Gem Crit and Gem Damage and destroys Power-ups on the board to keep the pressure high.
Poison Master
As a factionless champion, the Poison Master often has trouble justifying his place on a team. With this update, we’ll be boosting his damage over time, speeding him up, and improving the consistency of his debilitating debuff, so he brings enough value to stand on his own.
His poison will hit harder and apply stronger resistance debuffs, and his ATK penalty will last longer, even at low ranks. He’ll be better suited to wear down enemies over time - especially those who rely on buffs or burst damage.
To everyone who's joined us on this long journey of tuning and rebalancing - thank you. Your patience, passion, and sharp-eyed feedback have helped us along our sojourn, shaping Game of Thrones: Legends into a deeper, more strategic game.
We’re closing in on the end of our large-scale faction rebalance, with just a few Houses that need a little buff and polish, and maybe a kit update or two.
In the meantime, we hope you’ll continue to explore, experiment, and theorycraft new team combinations. Every time you test a new synergy, discover an off-meta strategy, or share your insights, it helps push the game and the community forward.
Keep the feedback coming. We’re always listening.
Stay on watch for the accompanying patch notes, where we’ll provide more detailed information about each Champion’s changes.
“Power resides where men believe it resides. It’s a trick. A shadow on the wall.” - Lord Varys
– BattleKitty, The Game of Thrones: Legends Design Director