NOTE: THIS PATCH WILL NOT BE LIVE UNTIL APRIL 2, 2025 @ 8AM PT / 11AM ET / 5PM CET / 12AM KST
SALUTATIONS SUPERVIVERS. It’s a big day here in the skylands as we’ve got a new hunter, EVA, and TRIOS and a RANKED RESET along with a RANKED SPLIT - all of which promise to shake things up in dramatic and delightful ways. There’s been a lot on our minds as we’re building toward a new SUPERVIVE 1.0, all of which I know you won’t read, so please hear it from executive producer Jessica ‘safelocked’ Nam.
Eva
Eva is a new Protector addition to the roster.
A new Hunter: Eva, the Devilish Healer
- Kiss of Death (PASSIVE): Executing or standing on enemy Wisps Heals Eva and lowers her remaining cooldowns.
- Corrupted Tether (LMB): Hold on an enemy to connect a beam that damages them. Hold on an ally to Heal them. Can be used to Heal and move Eva’s Orb of Argos (RMB).
- Orbs of Argos (RMB): Launch an Abyssal orb that heals allies and damages enemies. Orb effect area grows based on its health. Orbs lose health to heal allies, and gain health when damaging enemies. The orb can be healed with Eva’s Corrupted Tether.
- Sashay (SHIFT): Dash - briefly ignores projectiles and gains decaying movement speed.
- Beckon (Q): Fire out ethereal tendrils that drag enemies and Orbs toward Eva while applying Anti-Heal.
- Sinner’s Embrace (R): Throw an Abyssal oculus that binds all enemies in an area. If they leave the area before the oculus expires or is destroyed, they are Stunned and damaged. Enemies can destroy the oculus.
Hunter Missions
- Eva Track:
- Level 1: Eva Hi Emote
- Level 2: Eva Avatar and Banner
- Level 3: Succubus Call Sign
- Level 4: Eva Bye Emote
- Level 5: Eva Call Sign
- Level 6: 150 VP
Aid of Argos: Heal allies with Orb of Argos- 20K: Pet Call Sign
- 200K: Kitten Call Sign
- 800K: Argos Call Sign
- Domination: Stun enemies with Sinner’s Embrace
- 10: Sinful Call Sign
- 40: Lover Call Sign
- 400: Dominator Call Sign
- Step on Me: Spend time stomping enemy Wisps
- 60: Draining Call Sign
- 600: Temptress Call Sign
- 2400: Stiletto Call Sign
Trios
Trios have arrived! We previously spoke about the benefits and reasons behind moving to trios in our blog post, which I’ll re-share: We’ve heard from many of you that SUPERVIVE has a lethality problem. Specifically, organized teams can squish priority targets almost instantly without much response. This makes solo players really struggle to stick around, especially because it’s so hard to carry in a 1v4 or even 2v4 scenario. We’ve heard this consistently over the months and have tried a lot of things, but have yet to find anything really effective. So after a lot of iteration and internal experiments, we’ve come to the decision that the game would be improved if we combined squads and duos into trios. This isn’t a decision we make lightly, but we think the gains are just too important. Combat clarity goes way up when you take out 25% of the participants; positioning matters much more when you have only three scouts; and your ability to solo outplay an opposing team feels more achievable when it’s 25% easier (is this math even right, idk). But we also know there are other tradeoffs to make for going to trios - some of which aren’t all benefits (like team compositions getting a little more restrictive). That said, with everything in front of us we believe this is the right path and hope you’ll be excited with all the extra positive changes we can make on top!
- Squad and Duo Queues are gone and have been consolidated into Trio Queue
- BR game lobbies will now be 12 teams of 3
- Arena remains 4v4
- You can now queue into Trios as a solo or duo party with No Fill selected, giving you the option to queue up without others joining
- Gold Armor zone vault now contains 2 >>> 1 armor (total 3 in the zone)
- Early Game Circle reduced in size from 68,000 >> 65,000 units
- We’ve balanced some Hunters who were clear winners in the move to trios (context below)
Additional Benefits:
- Queue times should be faster for all
- Ranked and Unranked Queues have been split - now every lobby will have all ranked or all unranked players
- All players have access to Custom Game Mode where they can host invite-only games of Squads, Trios, Duos, or Arena
Custom Games
Previously Custom Games were gated to folks who signed up on Discord with a credible event, but now we’re rolling this feature out to everyone. We may need to adjust access based on demand (because this does take people out of the queue), but let’s open the doors first to see. It’s also worth saying for you Squads/Duos lovers that you can host Squads/Duos Custom Games!
- All players can now host invite-only Custom Games, with a minimum player start size of 8
Ranked
New Season
With this new Arc, we’ll be doing a soft Rank Reset, meaning everyone gets squished down and we get to see a new climb to the top in a trios world.
- Because we consolidating queues, this ranked reset will be based purely off of your squads rank - sorry duos players!
- Anyone in Grandmaster+ will be reset to Diamond 1 with 10 RP
- All other ranks will be reset 5 ranks (e.g. If you were Gold 2, you’ll now be Silver 3 with 10 RP)
- Ranked leaderboards will also be reset
Rewards




Some examples of the upgrading ranked rewards you'll get for climbing the ladder!
As a reminder, you’ll get your Ranked Rewards the moment you hit the Ranked requirement. Check them out. For Arc 2:
- New Rewards
- New Ranked Gliders have been added.
- New Ranked Avatars for Arc 2 have been added.
- Distribution
- You’ll be rewarded a glider for your highest rank achieved in Arc 1 by April 9th, 2025.
- Moving forward in Arc 2 as you climb in ranked, you will gain both the Avatar and the Glider for each tier
Splitting Ranked and Unranked
Per above, consolidating squad and duo queues into trios lets us split ranked and unranked queue.
- You can now queue for either Ranked or Unranked Trios queue, and will only be matched with and against players who explicitly queued for Ranked or Unranked, respectively
Ranked Restrictions
We needed to be a bit more restrictive at upper ranks in order to support Trios. If we kept our previous restrictions (2 at GM+) the top would be starved out of solo players and it would be hard to make matches. With these restrictions we think matchmaking can be healthier at top ranks.
- Master tier+ premade parties are limited to a maximum of 2
- Grandmaster+ premade parties are limited to a maximum of 1
Ranked Point Rewards
Placement scoring has been updated since we now have 12 teams for Trios.
- 1st: 40 >>> 40
- 2nd: 30 >>> 30
- 3rd: 25 >>> 25
- 4th: 20 >>> 20
- 5th: 15 >>> 15
- 6th: 5 >>> 10
- 7th: 5 >>> 10
- 8th: 5 >>> 10
- 9th: 0 >>> 5
- 10th: 0 >>>5
- 11th: 0
- 12th: 0
Performance Scoring Update
While team eliminations helped to control inflation and reward teams for engaging in combat, some strange behaviors appeared when players tried to optimize for RP. Specifically: teams were orienting their compositions toward eliminations-at-all-costs, focusing on highly mobile assassins (like Jin) to constantly overextend for eliminations, even if it came at the cost of long-term strategic value or even victory. SUPERVIVE isn’t just about eliminations, so we’re trying again!
- Each team is worth 12 RP, which is divided amongst their deaths. The point distribution for kills on the team is weighted, with kills closer to elimination being worth more points. There is no longer a bonus for team eliminations
- If you want some deep math: each subsequent kill is worth a multiple of how much the first kill is worth. So: the 2nd kill is worth 2x, the 3rd kill is worth 3x, etc… Each team’s worth adds to exactly 12, so to calculate how much each kill is worth on a team you’ll need to sum deaths. For example, if a team died 10 times, add 1-10 == 55. Now normalize that sum to make the addition of the kills to be worth 12 (multiple everything by 12/55). So the first kill is worth: 1*12/55, the second kill is worth 2*12/55, etc.
- All kills earn points to incentivize and maintain healthy combat engagement
- Kills that occur later in the match are worth more points than early kills, as these are often more strategically important
- Teams that die frequently are worth fewer points. This creates a soft skill variation system. Higher skilled teams will die less frequently, making a kill against them worth more points.
- You’ll only receive credit for kills on teams you outlast
Game Structure
Automatic Respawns Off in Ranked
Automatic Respawns were originally introduced to give new and lower-skill players more time in combat. However, at higher skill levels, they’ve led to unintended dynamics—like teams constantly respawning and just RUNNING IT DOWN, which can make early-game fights feel chaotic and low-stakes. Now that we’re officially splitting the queues, with most lower-skill players in Unranked and higher-skill players in Ranked, we’re removing Automatic Respawns from Ranked. Ranked is intended to be a higher-stakes, more competitive mode, and this change reinforces that by making early fights more meaningful and the flow of combat more clear.
- Automatic Respawns are off in Ranked, and on in Unranked
Knock EXP reductions
While we generally want to incentivize PvP, knocking lower level players is too rewarding, resulting in level advantages (and everything else) feeling overly snowbally. So we’re reducing that.
- Knocks/Assists on players lower level than you give you less XP than before (also if you didn’t know, knocking an enemy always gave EXP relative to your level, rather than a flat EXP amount):
- EXP gained from knocking an enemy player 1 level below you has been decreased from 37.5%/37.5% >>> 33%/16.5% of current level
- EXP gained from knocking an enemy player 2 or more levels below you has been decreased from 37.5%/37.5% >>> 20%/10% of current level
Biome Wipe Boss Rewards
A biome wipe boss is the boss that spawns when you’ve killed all the minions in a specific area. We’ve heard your feedback that Power availability feels lower this patch, and these were one of the more reliable ways to get them, so we’re reverting the change we made a while ago.
- These now drop Gold >>> Biome-Specific Powers (again)
Mobility
Wind Rings
While we love the shmovement that wind rings provide, that you could basically fall through them and still get yooted around meant you were getting maximum movement with no risk. We think if you want the moves you gotta pay the price, whether it’s using a dash for momentum or using your glider and risking getting spiked.
- You must have your Glider out to get the full benefit from Wind Rings
- Non-Glider momentum gained from Wind Rings has been reduced by -10%
Hunters
While we want to be careful about being too pre-emptive on balance changes with such a small sample size, there were a few Hunters that we saw who could use a tap one way or another in the Trios world.
Shiv
Objectively the #1 winner of the Trios world, this is one Hunter we feel confident pre-adjusting. Our goals here are to lower Shiv’s burst from slamming a well-timed ult into enemy teams, and to push her to rely more on her dueling capabilities to win fights. The Cartwheel changes may look a little fiddly, but we’re trying to reduce the number of movement corrections (that is: when you cartwheel and see a little ‘jitter’ in your movement because of a disagreement between your client and the server) that these changes should address.
Cartwheel (SHIFT)
- Movement Speed buff duration reduced from 3 >>> 2.25 seconds
- Movement correction improvements:
- Gains Cartwheel’s movement speed bonus as a ramping effect rather than immediately on button press
- No longer loses the Cartwheel movement speed buff on taking damage
- Flat Damage down from 34.7/38.2/42 >>> 25/28/31
- AP Ratio down from 0.18/0.2/0.22 >>> 0.13/0.15/0.17
- In practice, if you land all of the Death Blossom auto-fire shots (in the ring) the difference when testing against an unarmored target:
- 5 Ring Shots Total Damage: 1225/1360/1500 >>> 975/1095/1215*
- 5 Non-Ring Shots Total Damage: 515/571/630 >>> 410/460/510*
Oath
Given every team has one less ally to chew through Oath’s shield, we’re doing some preemptive nerfing on its beefiness.
Brightshield (RMB)
- Max HP% ratio lowered from 51%/64%/64%/80% >>> 41%/54%/54%/70%
Elluna
Similar to Oath, except related to fewer allies to pick up, we figured we could give a small quality-of-life buff to her rather than just straight-up raising her power. We’ll still keep an eye on her performance in a post-Trios world.
Moonlight Blessing (Q)
- No longer disappears if attached to a stunned Ally
- Note: Will still disappear if it is attached to Elluna and she is stunned
Items
Meditation Boots >>> Glide Boots
Because we’re sticking with our mana changes, we need to update some vestigial items related to the previous system.
[NEW] Glide Boots
- Give +20% extra glide fuel
Client
Hunter Unlocking
In our first world, we were forcing you to unlock a Hunter every time you hit a milestone, but many of you felt that was too much pressure in the moment (fair). We then moved to a new world where you could defer your Hunter unlock decision until you claimed it later on, but then savvy folks started banking all of their unlocks for… ever. Candidly: we don’t think it’s healthy for engagement to be able to save up an infinite number of Hunter unlocks, but we do want to let you bank some if you don’t want to make the decision immediately (or are waiting for a Hunter you really like).
- 2 Hunter tokens can now be banked
- If you exceed 2 Hunter tokens, you'll be forced to choose a Hunter unlock
- If you exceed the limit, you'll also automatically claim Hunter unlock levels
- You can unlock Hunters on the Hunter preview screen
Store
Rotating Store is gone ☠️
We’re nuking the rotating shop and staying with an open store. Candidly (lots of candor in this house): a rotating store is better for business because it gives players a reason to visit the store consistently, and there are those who enjoy the experience of seeing what’s in stock that day. But those of you who don’t like rotating stores really don’t like them, and we figured rather than convincing you, we’d rather invest our time and effort into things you care about. Like a better battle pass.
- The Rotating Store is not coming back, the fixed/open Store will remain. We may need to do more UI improvements in the future!
New and better battlepass

There’s a new battlepass and it is much better than before! More skins! More cool content! Better!
New Seasonal Missions
- There are new seasonal missions… good luck
Quality-of-life
- Some Saros Dash bugs have been fixed
- Void’s Void Swap now works on projectiles again
- Removed one option (Help) from the ping wheel to make it easier to use
- Now when claiming rewards, there is a “Claim All” button to quickly claim all of your new unlocks
- Fixed a bug where in menus and hero select, flashing your Hunter mastery emote would flash your currently selected Hunter’s mastery level, rather than your equipped Hunter’s mastery emote
