Updated Oct 10, 2026· 6 min read

Key takeaways

  • Units: a short wave rather than a full roster dump — one headline damage unit, one support or utility unit, and one defensive or sustain unit.
  • Story: a new chapter of roughly 8–12 nodes, gated by account progression instead of a paywall, which unlocks the event stage on completion.
  • Stages: two repeatable stages — one tuned to drop upgrade materials, one tuned to drop event currency.
  • Event: a limited-time event window of about 10–14 days, with a shop that closes permanently when the timer ends.
  • Balance: adjustments to energy costs, older damage units, and a small number of status effects.

Update 10 is a content-heavy patch rather than a small balance pass: it adds a short wave of new units, a new story chapter with two repeatable stages behind it, a limited-time event with its own currency and shop, and a balance pass that mostly touches energy economy and older damage-dealers. The fastest route to all of it is to clear the new story chapter first — it gates the event stage and pays out most of the event currency you need for the discounted first pull — then spend the remaining days farming the repeatable stages for upgrade materials before the event shop closes.

What Update 10 adds, section by section

  • Units: a short wave rather than a full roster dump — one headline damage unit, one support or utility unit, and one defensive or sustain unit.
  • Story: a new chapter of roughly 8–12 nodes, gated by account progression instead of a paywall, which unlocks the event stage on completion.
  • Stages: two repeatable stages — one tuned to drop upgrade materials, one tuned to drop event currency.
  • Event: a limited-time event window of about 10–14 days, with a shop that closes permanently when the timer ends.
  • Balance: adjustments to energy costs, older damage units, and a small number of status effects.

Stat lines and banner names shift with hotfixes, so the numbers worth planning around are cost and pacing figures — those stay stable across a patch cycle, while raw stats often do not.

New units: judge them by role, not by banner order

The most common mistake with a new wave is pulling for the unit that appears first in the banner list rather than the one that fills a hole in your roster. Read the three roles against what you already own before spending anything.

Archetype What it does Where it earns a slot Build priority
Damage unit Highest single-target or area output in the wave Boss stages, timed event fights High if your current carry is two or more patches old
Support / utility Buffs, debuffs, energy generation, turn control Long fights, survival stages, auto-farming High for new accounts — carries the roster further than raw damage
Defensive / sustain Damage reduction, healing, taunt or shield effects Stages that punish glass-cannon teams Medium — usually one copy is enough

A rough rule that holds across most update waves: build one support before you build a second damage unit. Support units stay relevant for far longer, because their value comes from turn economy rather than from a damage number that the next balance pass can move.

Resource costs and how far a stockpile stretches

Absolute costs differ by account level and by how deep your existing roster already is, so plan in relative terms. The bands below reflect how a typical update wave is priced against the cost of a launch-era unit of the same rarity.

Resource Typical demand for one new unit Where it comes from Realistic farming window
Character XP / level materials 1.5–2.5x a launch unit of the same rarity Repeatable material stage, daily stages 2–3 days of normal energy spend
Skill upgrade materials 3 skills, roughly 40–60 items per skill at high tiers Event shop, weekly boss stages Most of the event window
Ascension / breakthrough items 1 rare drop per tier, 4–6 tiers New chapter nodes, event shop Front-load these — they are the bottleneck
Currency for the banner Budget for a pity pull, not for an average Story first-clear rewards, dailies, event Chapter clear plus one week of dailies

Front-load ascension items and skill materials, and let XP come in passively. XP is the one resource that keeps arriving from ordinary play; the tier-gated drops are the ones that strand a unit at level 1 for a week.

Stages and the event loop

  • Step 1 — Clear the new story chapter. Do this before anything else. It unlocks the event stage, and the first-clear rewards are usually the single largest one-time currency injection in the patch.
  • Step 2 — Run the event stage once at each difficulty tier. First-clear bonuses on higher tiers are worth more than repeating a lower tier, even if you fail and retry.
  • Step 3 — Switch to the material stage for gear and skill items. Only move back to the event stage when the shop has something you actually need — leftover event currency converts poorly after the timer ends.
  • Step 4 — Spend the event shop top-down. Ascension items first, skill materials second, cosmetic or convenience items last.

Balance changes worth knowing

Update 10’s balance pass follows the usual pattern: energy costs on older repeatable stages get trimmed, a handful of early damage units receive small multipliers so they stay usable in mid-game content, and a few status effects are re-tuned so that stacking them is no longer the dominant strategy. The practical effect is that auto-farming old stages becomes cheaper and slightly faster, which matters more than any single unit buff — it compounds across every day of the event window. If you had a team built entirely around one status-stacking interaction, check it before you commit materials to it.

Setting up a station that survives a two-week grind

An event window means long sessions, and most of the discomfort people blame on the game comes from the desk and chair geometry. These are standard ergonomic ranges, not preferences:

Measurement Target range Why it matters for long sessions
Desk height 28–30 in (71–76 cm) Keeps forearms level with the keyboard without raising shoulders
Seat height 16–19 in (41–48 cm) Feet flat on the floor; knees roughly level with hips
Monitor top edge At or slightly below eye level Reduces neck flexion during long farming runs
Viewing distance 20–28 in (50–70 cm) for a 24–27 in screen Closer than this and you lean in without noticing
Clearance behind the chair 30 in (76 cm) minimum Lets you push back and stand without clipping a wall
Minimum room footprint 10 x 12 ft fits a desk, chair, and one shelf unit A 10 x 12 ft room leaves about 30 in of walking space at the desk side

Map your situation to a setup rather than buying the biggest desk that fits:

  • Small apartment or shared room: a 40–48 in wide desk with a wall-mounted or clamped monitor arm; skip the separate side table and use a two-tier riser instead.
  • Renters: clamp-on arms and freestanding shelves over wall anchors — no drilling, and nothing that costs you a deposit.
  • Kids and pets in the house: a desk with a cable tray and a closed back panel; loose cables and floor-level towers are what get pulled.
  • Back or shoulder pain: put the money into the chair, not the desk. An adjustable seat height plus lumbar support does more than a height-adjustable desk at the same budget.
  • Two people, one room: 48 in of desk per person minimum, with the screens angled inward rather than side by side, or you will both sit off-axis.

On materials, the trade-off is straightforward. Laminate and engineered-wood tops resist moisture and cost less but cannot be sanded back; solid wood and bamboo cost more, weigh considerably more to move, and can be refinished. Steel frames handle heavier monitor arms and clamping without flexing, while thin tubular legs on budget desks are usually the first thing to wobble. Expect a mid-range gaming desk to land in the $200–$500 range and a genuinely adjustable chair in the $300–$700 range; above that you are paying for warranty and mechanism quality rather than for a different category of product.

FAQ

Should I pull on the Update 10 banner or save? Pull if your roster has a gap the wave fills — usually support. Skip it if your existing carry is one or two patches old and still clearing current content, because a new damage unit will not change what you can beat.

What happens to unused event currency? It almost always converts to a low-value generic currency at a poor rate. Spend it before the shop timer expires, even on items you are only moderately short of.

How long does it take to reach the new stages? For an account already caught up on the previous chapter, the gate is typically a few hours of play. For a new account, plan on one to two weeks of normal progression before the event stage is available.

H
Home Beautiful Design Editorial Team
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