1
New
6
Buffs
7
Nerfs
1
Reworks
4
Adjusts
Soul ablaze with crimson maples, she drifts toward the dark waters of the Meisen. A geisha ninja from the Scarlet Shadow, she defies all odds to return, wielding the legendary Twin Fans: Ukifune. She dances across the battlefield with grace, reaping with her elegant yet lethal twin fan combos. Every strike is a tribute-the ultimate protection for the master she serves, Hanabi. A geisha Assassin wielding Twin Fans: Ukifune, capable of combining them to unleash different combos.
[Twin Fans: Ukifune] consists of two weapons: [Kaerazu] and [Meisen-e]. Skill 1 and 2 represent the abilities of these two weapons respectively. The skills can be cast individually or combined by dragging. Hirara has 4 stacks of [Crimson/Death] Energy. Casting a single skill costs 1 stack of Energy, while casting a combo skill costs 2 stacks. Skills cast by [Kaerazu] and [Meisen-e] can apply [Crimson] and [Death] marks to enemies. Enemies hit by both marks simultaneously will be briefly immobilized.
Hirara wields Kaerazu, scattering maple leaves that deal damage to enemies in a fan-shaped area. After a short delay, the leaves ignite, dealing higher damage.
Hirara wields Meisen-e and treads upon the meisen to dash once in the targeted direction and once in the joystick direction.
Hirara combines the power of Kaerazu and Meisen-e to summon crimson flames. She dashes in the joystick direction and deals AOE damage in a circular area, followed by another instance of higher damage after a short delay.
Hirara combines the power of Meisen-e and Kaerazu to plunge into the meisen, becoming untargetable and immobile. After a short delay, she can dash twice in the joystick direction.
Hirara unleashes the power of the Twin Fans: Ukifune, donning a dress interwoven with crimson and death. This increases the maximum capacity of her Passive [Crimson/Death] Energy to 6, setting the stage for a spectacular slaughter.


Slightly reduced enhanced Basic Attack damage and improved the control experience of Skill 2.

160 (+20* Hero Level)


New battlefield effects are back! We have made some optimizations based on feedback from the last test and added a new effect.
The art performance for this gameplay is a test version and does not represent the final quality. We will make the relevant gameplay available at a later time after this week's patch update.
The Battlefield Effects tested in this patch are as follows:
Nowhere to Hide: Pickable Crystals are available across the map. Upon picking one up, its energy circles around the hero for several seconds. If there are hidden enemy heroes within a large range, the energy will move to their location and grant vision of the area for several seconds.
Optimized Crystal locations, making it easier for roaming heroes to pick up.
Fire Turtle: Defeating the Turtle no longer grants a shield. Instead, an allied Turtle will spawn on the enemy's weakest lane to help push it. Allied heroes near the allied Turtle will recover HP rapidly. Reduced allied Turtle's HP but increased its HP Regen, making fights around the Turtle more competitive for both sides.
New Effect - Golden Turret: Greatly increased the Gold shared to the entire team when any Turret is destroyed. Inner Turret and Base Turret HP are also increased.
Increased the Gold granted by each Turret to every hero by 80.
Increased Inner Turret and Base Turret HP by 1000.
The Auction House on the Advanced Server is now open for testing again. Players can list, browse, and purchase items as usual.
Update Content
The official map is now available in the trial version.
Fixed an issue where the warning indicator for Thunderbolt might not match its actual effect range.
Added a warning indicator for Trick Hook, and reduced its overall range and angle by 20%.
Update Content
Scene-related content has been replaced with official resources.
Added new bosses: Alice and Thamuz.
Added some new Buffs.
Endless Mode: Added extra buff selections after successfully defending Wave 24 and 30.
Adjusted the attributes and prices of all tier 2 boots to bring their value closer to that of other equipment.
Slightly reduced the Gold provided by two creeps in the jungle.
Adjusted the strength of monsters after Wave 18 to align with other changes.