Onslaught: Season of the Crimson Griffin – Mid-Season Update


We have been closely monitoring the latest season of Onslaught. Many of you have already started the journey through our competitive game mode, and there is still plenty of time left to become a legend. However, we noticed minor issues that need adjustments to improve the experience for everyone.

The mid-season patch will affect the following features:

Changes to Vehicle Role Skills

Role Skills are a crucial aspect of the game mode and greatly influence the vehicles used in battles. Based on our observations, adjustments are necessary to weaken some more popular choices and strengthen the less utilized ones to create a more diverse range of vehicles and tactics.

The following vehicle skills have received an update:

  • Light Tanks
  • Medium Tanks
  • Heavy Tanks
  • Tank Destroyers

Recon Flight

Versatile Light Tanks are not doing as well as their counterparts. The detection time of their skill has been increased to improve their performance and boost successfully detecting enemies.

  • The detection time of enemy vehicles has been increased from 10/12/15 to 15/20/25 seconds.
  • The skill’s cooldown has been reduced from 10 to 3 seconds.
  • The delay in spotting vehicles has been decreased from 3 to 2 seconds.

Versatile Light Tanks


Assault Medium Tanks are intended to play in the first line from the start of the battle, but they are not always included due to the time required to charge their skill. The difference between charge levels has been reduced to address this, allowing them to be included in the fight from the beginning.

  • The bonus to gun reload time changed from 15/27.5/40% to 25/30/40%.
  • The bonus to gun dispersion after firing, during movement, and during hull and turret traverse is increased from 15/30/45% to 20/32.5/45%.
  • The skill’s cooldown has been reduced from 5 to 3 seconds.

Assault Medium Tanks


Versatile Medium Tanks have found a niche as support tanks, but only on a limited number of maps. The skill cooldown has been reduced at all levels to better utilize their bonus for the team.

The skill’s cooldown has been reduced from 5 to 3 seconds.

Versatile Medium Tanks

Fire Cover

Sniper Medium Tanks’ role skill should be used to control the base and points of interest, not to constantly stun the entire enemy team. Changes have been made to make it more attractive to charge and use the skill for its intended purpose.

  • The stun time has been reduced from 7/9/11 to 0/6/10 seconds.
  • The skill range has been increased from 8/11/15 to 10/12.5/15 meters.
  • The damage has been increased from 50/130/225 to 75/150/250 HP.

In addition, the skill will now always deal a fixed amount of damage.

  • Skill damage spread has been reduced from 5% to 0%.

Sniper Medium Tanks

Sleight of Hand

Support Medium Tanks are currently only used on a limited number of maps, where they can reliably deal damage. Their skill has been strengthened at all levels to make them more viable.

  • The reduction of the remaining reload time will be readjusted from 27/40/55% to 30/45/60%.
  • The skill’s cooldown has been reduced from 10 to 3 seconds.

Support Medium Tanks

Field Repairs

The overall boost to durability has been most advantageous for Assault Heavy Tanks. Paired with the “Field Repairs” skill, they have a strong edge in battle. Therefore, we are adjusting the required Prestige Points to charge skill at all levels to maintain balance. This will address the impact of the modifier on their already impressive survivability.

  • The required number of prestige points to charge the skill has been increased by 25% for all levels.

Assault Heavy Tanks

One for All

Heavy Breakthrough Tanks are doing well, but they are still not as efficient as other tanks in their class. Therefore, the bonus for allied vehicles has been slightly increased, and the skill’s cooldown has been reduced to improve their performance.

  • The bonus to the major qualification level and all skills of allied vehicles has been increased from 3/6.5/10 to 4/7.5/11%.
  • The skill’s cooldown has been reduced from 5 to 3 seconds.

Breakthrough Heavy Tanks

Focus on the Target

Support Heavy Tanks have already undergone changes to make them easier to play in the early stages of the battle. However, to further help them find opportunities for damage at a longer range, the first charge level of the role skill has been buffed.

  • The bonus to gun dispersion after firing, during movement, and during hull and turret traverse is increased from 35/52.5/70% to 45/52.5/70%.

Support Heavy Tanks

Second Wind

Despite the presence of two completely different vehicles in the role of support tank destroyers, neither sees outstanding results. Adjustments have been made to reinforce the drive-in-destroy-replay/escape playstyle more typical of the Foch B, but the FV4005 Stage II will also benefit from it when firing from cover.

  • Restoration of HP has been increased from 125 + 30/55/85% to 150 + 35/65/85%.
  • The engine power bonus has been increased from 10% to 15%.
  • The bonus to maximum reverse speed has been increased from 5 to 10 km/h.

Support Tank Destroyers

Changes to Tactical Skills

Overall, we are happy with the present level of tactical abilities. They provide an edge to the team employing them but are not essential for victory. Nevertheless, they have become increasingly expendable due to the rapidity of battles, which led us to seek a solution.

  • The reset time for Points of Interest has been reduced from 120 to 90 seconds.

Artillery Strike

Like the Fire Cover skill of Sniper Medium Tanks, we have removed the probability of how much damage an enemy will take when hit.

Skill damage spread has been reduced from 5% to 0%.

Minor Adjustments to the Prestige Points System

We continuously monitor the Prestige Points system and are happy with its overall performance and its assessment of a player’s contribution to victory or defeat. Nevertheless, based on your feedback and our evaluations, minor adjustments to its logic regarding accumulating Prestige Points are necessary.

Changes to the Rules for Forming Platoons

The current restrictions on the formation of platoons (not to be confused with super platoons) often lead to a situation where the difference in ranking makes it impossible to play together.

Given that it is the middle of the season and most players have already been ranked, we decided to expand the permissible range on the rating, allowing more players to enjoy the game mode together.

  • The maximum rating difference between players in a platoon has been changed from 5 to 7 divisions.

We are sure these updates will improve the experience for everyone participating in the Season of the Crimson Griffin. There is still plenty of time to climb the ranks and earn fantastic rewards before Onslaught ends.

Good luck and Roll Out!

Discuss on Discord