22 July 2026

The first big drop: a new attack-slow upgrade, a smarter drafting system, a handful of unit-defining upgrades, and a pile of balance work.

New Upgrade — Concussive Shells

  • 13 units can now roll Concussive Shells: their attacks slow the target by 70% for about 2 seconds.
  • On splash / cleave / bounce / cone attackers, the slow hits EVERY target caught in the swing — Archon (splash), Colossus (beam line), Mutalisk (bounce), Hellion and Firebat (flame cone), Marauder, Void Ray, and more.
  • Hellbats keep it after transforming from a Hellion.
  • Massive units shrug it off.

Nukes

  • Roll a Ghost and you can drop a Tactical Nuke.

New Per-Unit Upgrades

  • Goliath — Ares-Class Weapons System: +3.5 anti-air range, +1.5 ground range.
  • Phoenix — Anion Pulse-Crystals: +2.5 weapon range (and the beam turns purple).
  • Liberator — Smart Servos: +50% move speed AND much faster transform to and from Defender Mode (~3.5s to ~1.4s).
  • Battlecruiser can now roll Yamato Cannon.
  • Cloak is now a rollable upgrade: the Wraith no longer starts cloaked (and is cheaper at 100/100); DuskWing cloak is a roll now too.
  • Chitinous Plating (Ultralisk, +2 armor) is no longer a free start — it is a roll.

New Drafting System — Roll Caps

  • You can no longer roll the same upgrade across too many of your units. This was to increase upgrade variety in each game.
  • Most upgrades cap at 2 units; some cap at 1 — Corrosive Bile, Yamato, Tactical Jump, Concussive Shells and every caster spell at 1.
  • The roller is also smarter about tight units — small-pool units (Archon, Void Ray, Sentry) will not get stranded with a blank slot.

Fighter-Casters

  • Some units can now roll either a combat upgrade or a caster spell.
  • Pure casters (Sentry, Medic, Infestor, High Templar, Raven, Viper) only roll caster spells.
  • Fighter-casters — the Queen, Wraith, Phoenix, Corsair, and Ghost — pull from both pools: a Wraith might roll cloak, Guardian Shield, or Blink; a Queen might roll Corrosive Bile, Force Field, or Blink.

Unit & Pool Changes

  • Queen added to Barracks slot 2 as a fighter-caster (keeps Transfusion; other Zerg-only abilities removed from its card).
  • Marine: cost raised to 50/25, and now starts with Combat Shield. At its old price the Marine was efficient enough to flatten the whole mode — instead of reacting to the hand you are dealt, the game collapsed into "mass Marines plus a couple of support units". Pricing it up restores the react-to-your-draft core that makes Wildcard Arena what it is.
  • Hydralisk: 100/50, now starts with Grooved Spines.
  • Archon: re-priced to 225/150.
  • Corrosive Bile pool narrowed — pulled off units where it was too cheap, too expensive, or useless.
  • Missile Pods reworked into a low-tier anti-air burst: flat 60 damage to all air (no more Light bonus), removed from the high-tier casters.
  • Barracks slot 2 retuned: Marine builds a touch faster (17s to 15s).

Economy

  • Command Center cost increased to 400 minerals.

Ability & Quality-of-Life

  • Build Auto Turret cast range increased (2 to 5) — actually placeable now when a ground unit rolls it.
  • Blink on a burrowed Lurker or sieged Siege Tank now blinks first, then auto-unburrows / unsieges at the destination. Burrowed blinking Lurkers were too hard for the opponent to keep track of.
  • The Stim visual flash now fires for any unit that rolled Stimpack.
  • Caster ability hotkeys deconflicted. No more having to click on an ability because an ability granted by an upgrade had the same hotkey.
  • Hotkey cleanup across production buildings — add-on builds moved to X, various train keys deconflicted.

Bug Fixes

  • Fixed D8 Charge (cluster bomb) not reaching Thor / War Hound (tag bug).
  • Fixed the range indicator (the ring on the ground) not growing when a Tempest or sieged Siege Tank researches its range upgrade.