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Minion Rumble

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Developer Note #5

Hello, Summoners! 

This is PD Leo!

 

Q&A Highlights

 

We’ve compiled some key Q&A topics that we think all players may find useful. 

To preserve the Q&A style, we’ve omitted the names of those who asked the questions—thank you for your understanding.

 

* Kain, Zanmang Loopy, and the Summoner Meta

 

Q1. The Champion meta is dominant right now. 

Do you have any plans to adjust the Summoner combat power balance in the near future?

 

A. We’re keeping a close eye on the Summoner meta as well. We’re working to make sure Summoners, Minions, and Champions all have room to shine. 

Depending on the content, some characters will naturally be stronger than others. 

We’re also considering buffs for Kain in the near future.

 

Q2. Kain is the only S-tier character, but compared to Zanmang Loopy, his damage feels way too low. 

Even with similar combat power, the damage gap is huge. Do you have any plans to buff Kain?

 

A. You’re right. Since this was our very first crossover, we thought it would be fitting for her to come in strong—but we admit she ended up a bit too strong. 

We sincerely apologize to all the players who’ve been dedicated to Kain. Our intention with Kain was to make him usable even without a tank, especially as we were developing Relic Cards. We even lifted the 10 Minion limit so that players could experience Kain + Minions together in a unique way.

 

On the other hand, our design for Zanmang Loopy was to leverage Champions and take on a bigger role in Solo Raids. For Kain, we intended him to outperform Zanmang Loopy in Chapter battles. With the recent Relic updates and Minion Collection buffs, we’ll continue monitoring Kain’s performance closely, and if needed, we’ll consider further adjustments.

 

Q3. In other roguelikes, I’ve seen balance go sideways when Limited Edition (LE) Summoners/Special Summoners weren’t tuned well against standard units.

I totally understand the frustration from Kain players... but many Zanmang Loopy players also made significant in-app purchases, accepting long-term risk.

I don’t want Kain users to feel alienated, yet I also hope Loopy—being a Champion-focused character—stays properly balanced.

 

Will both Loopy and Kain be brought to parity in overall power, or are you planning an overbuff for Kain only? (Sorry for the sensitive question... 😭)

 

A. If we’re splitting hairs, Zanmang Loopy and Kain do sit in different tiers. Our framework is S-tier > LE-grade > General, and their value reflects that. That said, we’re not going to make Kain a “super OP problem-solver” who steamrolls everything with 10× the damage—definitely not. As mentioned, we want the balance to play out by content: in some modes, Zanmang Loopy may come out ahead; when paired with Champions, Zanmang Loopy may be stronger—and that’s an intended axis of differentiation.

 

Going through all the questions reinforced that we need to tune the balance between Kain and Zanmang Loopy more carefully. We’ll approach this with maximum caution. There isn’t a single perfect answer. There’s natural tension between players who’ve invested in Kain and those who’ve built up Zanmang Loopy. Still, our stance remains that Kain, as an S-tier unit, should be prioritized. We also ask for your understanding that in certain situations, an LE-grade unit can be the better pick.

 

 

* Battle and Champions

 

Q1. Items with the “When playing a Chapter battle” description, such as Armormin and Mother Nature’s Necklace, would be really helpful in Main Challenge as well. Could you enable them there in a future update? From a player’s perspective these features also come with a “cost,” and they’d help reduce grind/fatigue in Main Challenge.

 

A. Yes—this is already in progress. The request has been handed off to the dev team and work is underway!

 

Q2. Could you make the Champion descriptions more detailed?

When I tap a Champion in the Champion Equip Slot to view details, I only see the 1-star stats and can’t check the 2-star, 3-star, or Evolution stats, which is inconvenient.

Also, could you change the Evolution text from “Increase the additional damage” to “Increase damage by X%”?

Without numbers, it’s hard to compare which Evolution is better.

 

A. We’ll make sure you can view the effects for 1-star, 2-star, 3-star, and Evolution. We’re also rewriting Champion descriptions to be more comprehensive. This is planned for version 1.9.

 

Q3. For AoE DoT Champions:

If the zones overlap, does the number of hits increase, or is it limited to the base hits per zone?

If there’s damage loss, I’m considering switching Champions.

 

A. When zones overlap, the hit count increases. If one zone applies 1 hit, then two zones on the same spot deal 2 hits (three zones = 3 hits, etc.). In short, overlapping instances stack additively while they overlap—no damage loss. Eaglie is a good example.

 

Q4. If each Summoner has the same ATK, DEF, and HP, do Minions perform identically?

 

A. We tune them to be broadly comparable, but outcomes will still differ. Minion performance directly affects a Summoner’s overall performance, and Minions have different skill sets—some are ranged, some use AoE attacks, others focus on single-target—so they can’t be exactly the same.

 

Q5. Could you explain the Legendary Minions—the three that appear via Relic Cards? What are their abilities?

 

A. Legendary Minions use a basic attack + one skill and are summoned in this order: 1) Devilmin → 2) Crowmin → 3) Angelmin.

 

1. Devilmin — Melee Attacker

Basic attack: Single-target (ATK ×0.5) / Skill: AoE attack (ATK ×2, Range: 6, Cooldown: 4 sec)

On skill use: Reduces damage taken by allies within Range 3 by 10% for 3 sec.

 

2. Crowmin - Ranged DPS

Basic attack: Single-target (ATK ×0.5) / Skill: AoE attack (ATK ×1.8, Range: 4, Cooldown: 4 sec)

On skill use: Grants allies within Range 3 +10% damage for 3 sec.

 

3. Angelmin - Ranged Support

Basic attack: Single-target (ATK ×0.5) / Skill: AoE attack (ATK ×1.5, Range: 4, Cooldown: 4 sec)

On skill use: Heals allies within Range 5 by 10% of Max HP.

 

Q6. I know Guardian Champions are convenient, but their damage feels too low so most players don’t pick them. Any plans to buff them? For example, since they Provoke, maybe after taking a certain number of hits, they could deal AoE damage... Also, Guardians do attack, right? It looks like they have some damage, but on the charts, they seem idle—if they’re slacking, please set them straight!

 

A. Our aim is for each Guardian to shine through its specialty. For example, Tankrab provides buffs to Minions, and Koal can create a sacred zone. In that vein, Whalo and Capyboo are on our shortlist for buffs, and we’d like to open them up further through Resonance. That said, we won’t fix this by simply “adding more damage.” Tanks should feel like tanks—soaking hits and keeping allies alive. And yes, they do attack... we keep telling them to do their job, but they don’t always listen...

 

Q7. In Chapters, when I use Legendary Hound, it often pushes the boss outside the Altar radius. If the boss doesn’t move much, Hound ends up just standing there watching.

Could you adjust the Altar range or Hound’s knockback?

 

A. As you know, Hound is a very high-damage Champion. Our balance expects you to control its knockback so enemies don’t get pushed outside the Altar radius. With that in mind, we plan to keep the knockback as-is for now.

 

Q8. Kain’s description says he fires Burst Shots—what exactly does Burst Shot do, and how does Burst Mode work?

 

A. Kain starts with his basic fire... after a short stretch of uninterrupted attacking, he shifts into Burst Mode and fires Burst Shots in rapid volleys that hit harder than his basic fire. If the attack chain is interrupted—e.g., he moves away or loses the target—he reverts to basic fire. In short, maintaining Burst Mode uptime is a big part of his performance. For exact values, please check the skill description.

As the translation is in progress, we kindly ask for your understanding that the image has been temporarily replaced with the Korean version.

* Other Systems

 

Q1. Please make the Tower of Infinity auto-clear once the condition is met...

Right now, it clears even if I just stand still, so it feels like I’m only doing it for the rewards. And without spending Karats, I can’t run it multiple times, so it’s hard to set aside a day to climb.

 

A. Auto-clear upon meeting the condition will be added in version 1.9, targeted for late September.

 

Q2. Any hints on upcoming collaborations?

 

A. We can’t share details yet—timing and partners are still under wraps. Thanks for understanding.

 

Q3. I even bought the Monthly Subscription (5,900 KRW)... but even after maxing out Wings from the Mailbox and spending the subscription’s 4 extra Wings on Quick Camping, I’m still short. To claim event rewards tied to Chapter runs, I either have to buy Wings with Karats or skip the event. Also, after level 60, there isn’t much incentive—do I really need to purchase the subscription every month?

 

A. It sounds like there are two separate points, so let me split the answer:

1. Wings supply. Purchasing Wings with Karats is indeed quite efficient—I do it myself sometimes. We currently believe the total Wings supply is sufficient, but if more are truly needed, we’ll review this.

2. Monthly Subscription (5,900 KRW). We plan to keep adding benefits so it feels like a “must-buy.” In version 1.9, we’re adding event-related quality-of-life perks as part of that effort.

 

Q4. Are you considering adjusting the Wing deduction when a Chapter battle fails?

 

A. We’re not reviewing that, as it could lead to abuse cases where players quit mid-Chapter to avoid Wing loss.

 

Q5. I miscalculated and ended up with leftover Loopy Pieces even after evolving Loopy to 6★. Do you have any plans to make use of Summoner Pieces that remain after promotion is complete?

 

A. We do have plans, but not right away. First, we’re going to address unused LE-grade weapons. Since this issue could affect not only LE Summoners but all Summoners, it’s something we’ll handle later once enough Summoners have been released.

 

Q6. After the Zanmang Loopy event ended, I was left with quite a lot of Loopy Pieces. Will there be any future use for them? (I overspent and ended up with 135 pieces...)

 

A. Sounds like that was tough—we understand how disappointing it must feel. As mentioned earlier, we do plan to give them a use. We’re starting by handling things like leftover LE-grade weapons and Minion Pieces first (we aim to resolve this within 1–2 months). As for Summoner Pieces, since this issue applies to all Summoners, we’ll look into solutions afterward—such as converting them into other Summoner Pieces or using them for additional growth.

 

Q7. As far as I know, Mythical Champions exist but no one has reached that tier yet. Do you also plan to release Mythical Gear? If so, I’ll save up instead of spending on Dragon Statues!

 

 

A. Yes, we do have plans for that. Based on the current pace of acquiring S-tier Gear, it won’t be in version 1.9, but likely within 2–3 months. Since many players have already scrapped quite a bit, it won’t be through a system that fuses complete S-tier weapons. The material used will likely be Sparkles. As for whether it’s better to spend on Dragon Statues now or save up for Mythical, that’s not something I can definitively advise. Personally, I’m the type who just uses things as they come, so I’ve been upgrading Dragon Statues myself despite knowing this.

 

Q8. I wanted to check if this is a bug. For Dappermin, its effects at 3 stars and 5 stars give Reselect Card +1 and +3, but they don’t stack—the final 5-star effect of +3 is the only one applied. Is this intended?

 

A. Correct. Stats with a green marker—found at 3 and 5 yellow stars, and 5 red stars—do not stack. Also, for some of the new Unique Minions, we mistakenly left out the green marker. This will be fixed in the next patch. (See the attached screenshot for reference: green-marked stats are the ones that don’t stack.)

 

Q9. After using Minion Pieces to max out a Minion’s stats, I still have leftover pieces. Will there be a way to use them in the future?

 

A. Yes, that’s already in progress. We expect the system for handling leftover Minion Pieces to be added in version 1.9 or 1.10.

 


 

We’ll be back with more good news soon. Thank you.

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