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Omega Strikers (Switch): all the updates (latest: April 23rd Update)

On this page, you will find all there is to know about the various updates for Omega Strikers on Nintendo Switch.

Archives: launch to December 2025.

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Omega Strikers – Ver. ??? (April 23rd Update)

  • Release date: April 23rd/24th 2026
  • Patch notes:

STRIKERS

Drek’ar

Drek’ar having multiple charges of his primary has made him a tad stronger with the new strike cooldown mechanic than we would have liked.

  • Lock and Load [PRIMARY]
    • Cooldown :: 10s → 10.5s
  • Molten Bolt [SPECIAL]
    • Debuff duration :: 2.5s → 2s

Finii

With lowered cooldowns across the board, Finii’s damage amplification was a quickly proving a bit much at high levels of play.

  • Triple Take [SECONDARY]
    • Damage dealt by allies :: 30% → 20%

Juno

We’re happy with Juno’s new special deployment time, and are comfortable giving her some power back to her blobbos.

  • Strike With Friends [PASSIVE]
    • Blob strike core knockback :: 1170 → 1230

Kai

KAI was STILL MOGMAXXING but the JESTER BELLS are RINGING for him so we need to bonesmash his secondary.

  • Blazing Pace [SECONDARY]
    • Duration :: 6s → 5s

Rasmus

I’ve been hearing whispers, nay, rumblings of Rasmus players wanting power on hook back. I am a kind and generous ruler but the monkey’s paw will curl. He doesn’t really need a buff, so these changes should keep his kill confirm in check after that additional hook power.

  • Whiplash [SECONDARY]
    • Player knockback :: 160 → 120
    • Player knockback power scaling :: 80% → 60%
  • Death Touch [SPECIAL]
    • Non-empowered damage multiplier :: 0.6 → 0.7
    • Non-empowered player knockback multiplier :: 0.6 → 0.7
    • Cooldown :: 22s → 25s

AWAKENINGS

Sparks were maybe a little bit *too* back, so we’re re-adjusting them so they remain potent pickups without scaling quite so hard. We’re also making a few other small tweaks to the pool and to awakenings to help make games feel a bit more consistent and less focused on cooldown reduction.

  • Rotated out:
    • Inner Focus
    • Rampage
  • Rotated in:
    • Siege Machine
    • Recovery Drone

Tempo Swing

Tempo Swing should still be a good healing option, but was doing a little bit too much damage.

  • Hitting anything heals you for 7.5% of your max Stagger (2% for LIGHT hits) and deal 45% → 40% of that amount as damage to the enemy hit.

Catalyst

Catalyst has been chill, but we think it can take a tiny bit of extra energy still.

  • Gain 0% → 5% more Energy from dealing hits. Being hit generates 4.2 Energy (1.4 for LIGHT hits).

Spark of Focus

Shifting some of the power from the scaling to the base value.

  • Gain 5 → 7 Cooldown Rate, plus 11 → 7 per SPARK you have.

Spark of Strength

Spark of Strength is also getting a similar adjustment, but it scales a bit more than Focus.

  • Gain 4 → 8 Power, plus 22 → 16 per SPARK you have.

Spark of Agility

Similarly to the previous two, it’s having some power shifted to its base value.

  • Gain 2% → 3% Speed, plus 5% → 4% per SPARK you have.

Omega Strikers – Ver. ??? (April 16th Update)

  • Release date: April 16th/17th 2026
  • Patch notes:

SEASON RESET

We rolled out the season reset a few days ago. The usual rewards have been delivered, so if you haven’t gotten yours, make a ticket!

Ranked Rewards:

  • Aqua Cannon goal explosion
    • (This isn’t a seasonal reward btw, this is a forever thing that you’ll unlock once you hit challenger any time in the future.)
    • If you hit challenger and didn’t get this, make a GAME ticket on the Discord.
  • Top “x” titles
    • ex: Top 5, Top 10, Top 25, etc.
  • An emote for reaching Platinum
  • An emote for playing a bunch of games
    • 25 Ranked Games to be exact

Most rewards will be based on your Season *Peak* rating, but the titles for “Top X%” will be based on your leaderboard position at the end of the season. They will go out with ladder resets.
As always, you can track your progress and match history at our official site at stats.omegastrikers.gg.

SYSTEM CHANGES

Awakening Exclusions

“Exclusions” refers to when two awakenings can’t be starting awakenings together. Like you’ll never get 2 sparks together as starting awakenings. This has been modded a little.

  • Added exclusion lists for Berserker, Inner Focus, and Omega Infused Accelerator
  • Removed a restriction preventing Glass Cannon and Aerials from being a starting pair
  • Check the wiki for updated exclusion lists

New Gameplay Rule

We want to reward players for their sickass dribbling and passes while further disincentivizing pingponging, so we’re changing things up a bit. This feature originally launched two years ago before being pulled from the game 5 days later, and now, on the two-year anniversary of its removal, we’re bringing it back for a second round.

  • Striking the CORE now reduces your ability cooldowns by 2.5%

This change has two goals – to speed up games and give players more overall uptime, and to reward teams for maintaining possession of the core (which currently feels very risky due to the high presence of characters who are very strong at sniping you from across the map).

When this mechanic launched initially, it was simply way too strong – the original cooldown refund value was 20% (capped at 2 seconds), which meant that you could often get your primary back just by dribbling three or four times. This was simply too generous and warped the game around this mechanic, incentivizing people to hog the core, dribble to get their abilities back, dump those abilities on their opponents to knock them out, and then score while the opposing team was down in players.

This new value is almost 90% weaker than the original value and has been put through multiple rounds of playtesting across a wide variety of player skill levels. It hadn’t led to the same issues that we saw with its original implementation two years ago.

Naturally, we will be keeping a close eye on it over the coming days or weeks, and will adjust it if required.

MAPS

Oni Village

We’ve adjusted the speed lanes on Oni Village to last a bit longer once a player has left the lane. This should improve mobility throughout the center of the map to help players both set up an attack more quickly as well as get to the core faster after a successful clear. Note: the core is not affected by this change.

  • Speed lane
    • Player bonus speed linger duration after leaving lane :: 1s → 1.25s

STRIKERS

Ai.Mi

We expect Ai.Mi to be one of the bigger beneficiaries of the return of the strike cooldown reduction, so we’re adjusting her a bit to keep her in line.

  • Glitch.Pop [PRIMARY]
    • Cooldown :: 8s → 9s
    • Damage :: 160 → 170
    • Damage power scaling :: 80% → 85%
    • Player knockback :: 160 → 170
    • Player knockback power scaling :: 80% → 85%
  • Cyber Swipe [SECONDARY]
    • Cooldown :: 15s → 17s
    • Range :: 600 → 625
    • Damage :: 185 → 180
    • Damage power scaling :: 92.5% → 90%
    • Player knockback :: 185 → 180
    • Player knockback power scaling :: 92.5% → 90%
    • Core knockback :: 1280 → 1300
    • Core knockback power scaling :: 175% → 185%

Asher

Asher has been overperforming as a forward due to the accidental return of her secondary buff’s knockback resistance. We’re taking that away again, but giving Asher goalie some extra range on her special to compensate for the loss.

  • Breakthrough [SECONDARY]
    • [BUGFIX] Buff knockback resistance :: 30% → 0%
  • Pathsplitter [SPECIAL]
    • Projectile lifetime :: 0.55s → 0.613s (effective range 770 → 860)

Atlas

With a few of his best awakenings leaving rotation, we’re reverting a prior nerf to his primary duration to ensure he doesn’t fall off + L + ratio.

  • Astral Projection [PRIMARY]
    • Lifetime :: 0.6s → 0.7s

Drek’ar

We’re aiming to make Drek’ar feel a bit less one-note and place more emphasis on smart usage of his kit outside of purely blasting people off of the map.

  • Base Stats
    • Speed :: 465 → 455
    • Power :: 95 → 105
    • Stagger :: 1300 → 1200
    • Stagger growth :: 250 → 325
  • Lock and Load [PRIMARY]
    • Cooldown :: 9s → 10s
  • Xeno Cloak [SECONDARY]
    • Cooldown :: 12s → 11s
    • Bonus speed :: 40% → 52.5%
    • Duration :: 1.25s → 1.5s
    • Player hit amp :: 20% → 15%
  • Molten Bolt [SPECIAL]
    • Cooldown :: 30s → 24s
    • Player knockback :: 140 → 60
    • Player knockback power scaling :: 70% → 30%
    • Projectile speed :: 2000 → 2400
    • Projectile lifetime :: 0.4s → 0.34s

Dubu

This should slow his roll.

  • Rollout [PRIMARY]
    • Cooldown :: 8s → 10s
  • Somerassault [SECONDARY]
    • Damage power scaling :: 105% → 100%
    • Player knockback :: 230 → 200
    • Player knockback power scaling :: 105% → 100%

Era

Particularly at high levels of play, Era is dominating as a goalie while being suspiciously absent in the midfield. This set of changes is aimed at reducing her strength in the goalbox whilst allowing her to set up more potent scoring attempts with her ultimate while playing as a forward.

  • Base Stats
    • Stagger :: 1200 → 1300
  • Flutter Fly [SECONDARY]
    • Cooldown :: 16s → 18s
    • Bonus speed :: 45% → 40%
    • Duration :: 2.5s → 2s
  • Magic Maelstrom [SPECIAL]
    • Cooldown :: 18.5s → 20s
    • Max size multiplier :: 2.2x → 2.5x
    • Projectile speed :: 850 → 750
    • Fully charged core knockback :: 832 → 750
    • Fully charged core knockback power scaling :: 48% → 44%

Estelle

Estelle has been the most-banned character in the upper ranks for a while now. These changes should rein in her dominance in both damage and control.

  • Base Stats
    • Power :: 110 → 105
    • Stagger :: 1200 → 1150
    • Stagger growth :: 250 → 200
  • Piercing Shot [PRIMARY]
    • Cooldown :: 9.5s → 10s
  • Rose Warp [SECONDARY]
    • Pre-channel cast time :: 0.25s → 0.3s

Finii

Finii’s low cooldowns and long range have made her extremely effective at defending the net, particularly in those mythical upper tiers of play. We’re hoping to make her special a bit less spammable, particularly at range, but making it feel more impactful when it explodes.

  • Big Finish [SPECIAL]
    • Cooldown :: 25s → 30s
    • Cast range :: 750 → 725
    • Damage :: 200 → 240
    • Damage power scaling :: 100% → 120%
    • Player knockback :: 200 → 240
    • Player knockback power scaling :: 100% → 120%

Juliette

Trying to bring a bit more variety to the brawler menu. We all dig hot dogs, tacos, and hamburgers, but sometimes you’re in the mood for like a salad, you know?

  • Base Stats
    • Power :: 100 → 105
  • Fiery Fist [PRIMARY]
    • Cooldown :: 8s → 8.5s
  • Flying Phoenix [SECONDARY]
    • Cooldown :: 15s → 17s

Juno

Juno’s special ability has long been seen as underwhelming. We’re aiming to make it feel more responsive and give it more uptime so it’s a more reliable tool for Juno to use. To prevent this buff from spiraling out of control, we’re toning down her slimes individually so they don’t slam the core as hard.

  • Strike With Friends [PASSIVE]
    • Blob strike core knockback :: 1350 → 1170 (power scaling unchanged)
  • Make it Rain [SPECIAL]
    • Cooldown :: 30s → 25s
    • Projectile speed :: 5500 → 6600 (slimes deploy 20% faster)

Kai

Kai is GOALIEMOGGING everybody except JESTER Dubu while still CONSISTENCYMAXXING as a reliable forward pick across many skill brackets. This set of changes should help to equalize his performance across the board.

  • Blazing Pace [SECONDARY]
    • Bonus speed :: 37.5% → 30%
    • Duration :: 4.5s → 6s
    • Cooldown :: 15s → 18s
  • Gigablast [SPECIAL]
    • Cooldown :: 21s → 23s

Kazan

Trying to close the gap between Goalie and Forward Kazan. This should be a reasonable buff to the weaker of his two roles without letting his damage scale too high.

  • Base Stats
    • Stagger :: 1100 → 1200
  • Press the Point [CLOSED STRIKE]
    • Core knockback :: 1230 → 1265
    • Core knockback power scaling :: 125% → 106%
  • Top Spin [OPEN PRIMARY]
    • Final hit damage :: 208 → 180
    • Final hit damage power scaling :: 104% → 90%

Luna

Being one of the most useful abilities in the game, Luna’s secondary had a cooldown that was just a tad too short. However, we still want it to feel impactful when used, and we don’t want to drop her overall damage output by too much.

  • B.O.O.S.T. [SECONDARY]
    • Cooldown :: 15s → 18s
    • Damage :: 200 → 230
    • Player knockback :: 165 → 190
    • Player knockback power scaling :: 100% → 95%

Mako

Our favorite drummer really struck out the last few patches. These changes should provide her with a bit more utility, while also adding a fun reward if you manage to get all 5 hits of your special’s creation to land.

  • Perfect Pitch [PRIMARY]
    • Unscaled projectile lifetime :: 0.2s → 0.225s (effective base range 280 → 315)
    • Fully charged projectile lifetime multiplier :: 1.2 → 1.3 (effective max charge range 1370 → 1520)
  • Drum and Base [SECONDARY]
    • Size and Haste linger after cast :: 0.75s → 1s
  • Ensnare Drums [SPECIAL]
    • Hit 5 damage :: 100 → 150
    • Hit 5 damage power scaling :: 50% → 75%
    • Hit 5 player knockback :: 300 → 400
    • Hit 5 player knockback power scaling :: 150% → 200%
    • Hit 5 core knockback :: 1500 → 1700
    • Hit 5 core knockback power scaling :: 150% → 200%

Nao

Giving her some more defensive options. We’re keeping our eyes on you though, Nao.

  • Base Stats
    • Stagger growth :: 200 → 300
  • Sentry Drone [PRIMARY]
    • Maximum duration :: 4s → 5s
    • Growth scaling factor :: 0.25 → 0.2

Octavia

For something called “Sonic Boom”, this thing sure wasn’t breaking any sound barriers.

  • Base Stats
    • Power :: 75 → 85
  • Sonic Boom [PRIMARY]
    • Pre-cast channel time :: 0.35s → 0.25s

Rasmus

Rasmus has been sweeping games left and right. This set of changes should help keep his pressure up in bursts, but make him a bit less capable of wearing opponents down over time with consistent speed and damage.

  • Pendulum Swing [PRIMARY]
    • Damage :: 175 → 165
    • Damage power scaling :: 87.5 → 82.5
  • Whiplash [SECONDARY]
    • Bonus speed :: 35% → 45%
    • Duration :: 2.25s → 1.5s
    • Recast window :: 2.28s → 1.55s
    • Damage :: 120 → 135
    • Damage power scaling :: 80% → 67.5%
    • Player knockback :: 120 → 160
    • Player knockback power scaling :: 60% → 80%
  • Death Touch [SPECIAL]
    • Non-empowered damage multiplier :: 0.7 → 0.6
    • Non-empowered player knockback multiplier :: 0.7 → 0.6
    • Player knockback :: 320 → 350
    • Player knockback power scaling :: 200% → 175%

Rune

Very very minor tweak to drop his power down to 100 without affecting his actual damage or core knockback numbers much at all. We tried a bunch of insane things for Rune but none of them really stuck, but we WILL KEEP TRYING!!!

  • Base Stats
    • Power :: 110 → 100
  • Unstable Anomaly [PRIMARY]
    • Unformed player damage :: 150 → 155
    • Unformed damage power scaling :: 75% → 77.5%
    • Unformed core knockback :: 1192 → 1210
    • Fully-formed player damage :: 180 → 200
    • Fully-formed damage power scaling :: 90% → 100%
    • Fully-formed core knockback :: 1275 → 1290
  • Shadow Swap [SECONDARY]
    • Unformed player damage :: 150 → 155
    • Unformed damage power scaling :: 75% → 77.5%
    • Unformed core knockback :: 1192 → 1210
    • Fully-formed player damage :: 180 → 200
    • Fully-formed damage power scaling :: 90% → 100%
    • Fully-formed core knockback :: 1275 → 1290

Vyce

Vyce was particularly cooking with the strike CDR thing last time. To prevent any more nightmares, we’re adjusting down her damage, and putting some of that power into her utility instead.

  • Base Stats
    • Power :: 110 → 105
  • Power Chord [PRIMARY]
    • Cooldown :: 8.5s → 9.5s
  • Thunderstruck [SECONDARY]
    • Cooldown :: 13s → 15s
    • Range :: 950 → 1050
    • Player damage :: 200 → 170
    • Player knockback :: 200 → 180
    • Player knockback power scaling :: 100% → 90%
    • Player stun duration :: 0.6s → 0.8s

X

Y = mx + b

  • Bellringer [PRIMARY]
    • Cooldown :: 10s → 11s
  • X Maximus [SPECIAL]
    • Cooldown :: 38s → 45s

Zentaro

SPECIAL Cooldown redu- nah I’m just messing with you.

  • Base Stats
    • Power :: 100 → 105
    • Stagger growth :: 250 → 300
  • Slice and Dice [PRIMARY]
    • Cooldown :: 9s → 8s

AWAKENINGS

You know them, you love them, Sparks are BACK! Although, for the first time ever, there are only three of them. Also Fire Up makes its triumphant return to the game for the first time since it was last rotated out all the way back in 2023!

  • Rotated out:
    • Siege Machine
    • Cast to Last
    • Prize Fighter
    • Specialized Training
    • Super Surge
    • Prime Time
    • Twin Drive
    • Quick Strike
    • Stacks on Stacks
  • Rotated in:
    • Spark of Agility
    • Spark of Focus
    • Spark of Strength
    • Adrenaline Rush
    • Chronoboost
    • Rapid Fire
    • Fire Up
    • Catalyst
    • Fight or Flight

Tempo Swing

Tempo Swing was still performing a bit under expectations. This should help.

  • Hitting anything heals you for 6% → 7.5% of your max Stagger (2% for LIGHT hits) and deal 33% → 45% of that amount as damage to the enemy hit.

Fight or Flight

Bringing it in line with the modern-day values of other speed awakenings.

  • Gain 12.5% → 10% Speed for 1.25s whenever you hit something or get hit. Refresh your SECONDARY ability whenever you stagger an enemy or become staggered.

Stinger

With cooldowns going down across the board a bit due to the new gamerule, Stinger’s damage needs to come down as well.

  • Normal hits deal bonus damage equal to 12% → 10% (Light hits 3% → 2.5%) of enemies’ max Stagger over 3.75s → 3.5s.

Catalyst

Baby rework: now only helps when you get hit, but generates more energy when that occurs.

  • Gain 15% → 0% more Energy from dealing hits. Being hit generates 3.6 → 4.2 Energy (1.2 → 1.4 for LIGHT hits).

Inner Focus

Helping you focus a bit faster.

  • Hits grant 4 → 5 stacks of Cooldown Rate (0.13 per stack, 1 stack for LIGHT hits). At 100 stacks, double the Cooldown Rate per stack. Stacks reset when K.O.’d and between sets.

Berserker

RAHHHHHHHHHHHHHHHHHHHHHHH

  • Gain up to 50 → 80 Power and 25 → 50 Cooldown Rate based on how much Stagger you are missing. While Staggered gain 1 times the max amount.

Rapid Fire

With the return of the strike cooldown gamerule, Rapid Fire needs to come down by quite a bit.

  • PRIMARY cooldown reduced by 33% → 25%.

Extra Special

With the return of the strike cooldown gamerule, Rapid Fire Extra Special needs to come down by quite a bit.

  • SPECIAL cooldown reduced by 25% → 20%. Each face off its cooldown is reset.

Peak Performance

Thank you Peak Performance. Peak Performance? Because… um… your performance was peak.

  • Gain 300 → 250 max Stagger and 0.4% Speed per 100 max Stagger.

Bulk Up

The trend of too much protein must stop!

  • Gain 300 max Stagger and 1.5 → 1.3 Power per 100 max Stagger.

Spark of Focus

There’s only three sparks in rotation, so they’re a bit stronger.

  • Gain 5 Cooldown Rate, plus 9 → 11 per SPARK you have.

Spark of Strength

If you would believe it, there’s only three sparks in rotation, so they’re a bit stronger.

  • Gain 4 Power, plus 18 → 22 per SPARK you have.

Spark of Resilience

We aren’t rotating this in, but we’re adjusting it now so that when it *does* come in it won’t scale nearly as much as it used to.

  • Gain 105 → 400 max Stagger, plus 350 → 50 per SPARK you have.

Heavy Impact

Slight decrease to the effectiveness of the cooldown reduction due to the addition of the strike cooldown gamerule.

  • IMPACT abilities hit 15% harder (4% on Core). Whenever you hit 2 or more targets with a single ability, its cooldown is reduced by 22.5% → 20% (up to 2.25s → 2s).

Hotshot

Slight decrease to the effectiveness of the cooldown reduction due to the addition of the strike cooldown gamerule. Again.

  • Striker abilities hit the Core 10% harder and refund 25% → 22.5% of the ability’s cooldown (once per cast, max 2.5s → 2.25s).

One-Two Punch

Tightening the window a bit to make sure it truly feels like a bonus to combos and not just incidental hits. Also lowering its damage a tad.

  • Hit 20% → 18% harder (12% to Core) against targets you’ve hit within 1.5s → 1.2s.

Monumentalist

Tapping this down a lil’ to keep creation users a bit more in line when they build size.

  • CREATIONS gain 85% → 80% size and hit 20% harder (4% to Core).

Fire Up

Fire Up makes its triumphant return, now with 100% less reason to have an entire team take it as a starter awakening.

  • Gain 10 → 5 Energy on round start. Casting Energy Burst restores 25% → 0% of max Energy to other allies and Speeds up your whole team by 40% → 50% for 5s → 6s.

Omega Infused Accelerator

Clarion Corp’s new research has made the Omega Infused Accelerator 25% safer to use!

  • Gain 1% speed and lose 2% → 1.5% Max Stagger every 1s up to a maximum of 12% Speed. Resets when K.O.’d or between rounds.

GEAR

With how much everything else is changing, we’re once again keeping gear changes relatively light.

Vicious Vambrace

Now that striking the core already rewards you with cooldowns, it makes sense to tilt Vambrace more towards healing you when you hit other players and reduce the benefit you get from hitting the core with it equipped.

  • Restore Stagger equal to 50% → 75% of the damage you deal (10% → 5% on Core).

Omega Strikers – Ver. ??? (January 13th Update)

  • Release date: January 13th/14th 2026
  • Patch notes:

SEASON RESET

Just a rank reset, you know how it is.

Ranked Rewards:

  • Aqua Cannon goal explosion
    • (This isn’t a seasonal reward btw, this is a forever thing that you’ll unlock once you hit challenger any time in the future.)
    • If you hit challenger and didn’t get this, make a ticket.
  • Top “x” titles
    • ex: Top 5, Top 10, Top 25, etc

Most rewards will be based on your Season *Peak* rating, but the titles for “Top X%” will be based on your leaderboard position at the end of the season. They will go out with ladder resets.
As always, you can track your progress and match history at our official site at stats.omegastrikers.gg

STRIKERS

Drek’ar

Drek is simply kinda killing it all over the place right now so we’re toning him down a bit.

  • Xeno Cloak [SECONDARY]
    • Haste :: 42.5% → 40%
    • Cooldown :: 11s → 12s

Juno

Your favorite blob is currently suffering in the winning department.

  • Strike With Friends [PASSIVE]
    • Blobbo duration: 2.5s → 2.75s
  • Friend Fling [PRIMARY]
    • Damage power scaling: 90% → 100%
    • Player knockback power scaling: 90% → 100%

Kazan

Making Kazan’s interactions feel more fluid, but due to the increased options he now has, we don’t want those interactions to happen all the dang time.

  • Crooked Leverage [CLOSED PRIMARY]
    • Cooldown :: 10s → 10.5s
  • The Slip [CLOSED SECONDARY]
    • Cooldown :: 11s → 12s
  • Carried Away [OPEN SECONDARY]
    • Cooldown :: 15s → 16s
  • Pop / Retract [SPECIAL]
    • Cooldown :: 1.5s → 1s

Nao

Now that she can’t scale to provide as much crazy team speed, she doesn’t really need to have glass bones and paper skin. She’ll still be quite fragile, but perhaps her bones are now plexiglass or something.

  • Base Stats
    • Stagger scaling :: 125 → 200

Octavia

Following the Octy changes, she doesn’t need to be quite as fragile. Similar to Nao. She still has the lowest stagger scaling tier, so she’s still going to be squishy tho.
Base Stats

  • Base stagger :: 1100 → 1150

Rasmus

In lower tiers of play, Rasmus Clarion Corp is quite popular and strong. He retains that strength pretty well in upper tiers, but like highest tiers see him suffer a lot. This partial revert should make him a more competitive pick at the highest level.

  • Pendulum Swing [PRIMARY]
    • Player damage :: 165 → 175
    • Damage power scaling :: 92.5% → 87.5%
    • Player knockback :: 165 → 175
    • Player knockback power scaling :: 92.5% → 87.5%

Rune

This man is currently terrorizing queues, probably the biggest benefactor of the changes last patch. This should bring him closer to the rest of the cast.

  • Base Stats
    • Speed :: 460 → 455
  • Unstable Anomaly [PRIMARY]
    • Unformed damage :: 168.3 → 150
    • Unformed player knockback :: 233.75 → 200
    • Unformed damage power scaling : 93.75% → 75%
    • Unformed player knockback power scaling :: 125% → 100%
  • Banish [SPECIAL]
    • Startup : 0.4s → 0.425s:

Vyce

Vyce is doing pretty well and I’d like to avoid the double-up buff of this with Eject Button buff.

  • Thunderstruck [SECONDARY]
    • Cooldown :: 11.5s → 13s

X

X is one of those overperformers we mentioned in the intro. We’re aiming to tone him down a tad and make his ult less massive compared to literally everything else in the game.

  • X Maximus! [SPECIAL]
    • Base size :: 315 → 290
    • Bonus size :: 37.5% → 40%

Awakenings

Aerials

Equalizing it with surge and explosive entrance so dashers don’t see Aerials as strictly better pick compared to Surge/Explosive.

  • DASH range, BLINK range, and HASTE effects increased 45% → 35%. PROJECTILES gain 55% travel or cast range.

Berserker

One of the new awakenings, came in a little bit weaker. Should be more consistently useful and stronger, without requiring you to be staggered to have numbers that feel impactful.

  • New Image, submitted by kiwwsplash
  • Gain up to 30 → 50 Power and 15 → 25 Cooldown Rate based on how much Stagger you are missing. While Staggered gain 1.5 → 1 times the max amount.

Chronoboost

Not in rotation but matching with Aerials.

  • DASH range, BLINK range, and HASTE effects increased 40% → 35%. Ability BUFFS and DEBUFFS last 22.5% longer.

Inner Focus

Slight buff to its stacking speed from heavy hits, making it easier to stack. It probably won’t have a counter in the UI for a while unfortunately, sorry about that. If you enable the detailed scoreboard in your settings and your CDR stat is 10+, you’re nearly full.

  • New image, submitted by MrFlambo
  • Hits grant 3 → 4 stacks of Cooldown Rate (0.13 per stack, 1 stack for LIGHT hits). At 100 stacks, double the Cooldown Rate per stack. Stacks reset when K.O.’d and between sets.

Omega Infused Accelerator

New Image

  • New Image, submitted by AkiBesuto

Orb Dancer

Being the sole orb awakening, it needs a little love.

  • Power Orbs increase Speed by 30% for 2.2s → 3s. After collecting 5 without being KOed, this effect is increased to 65%.

Tempo Swing

Mini rework came in a tad weak, so we’re just gonna give it some love.

  • Hitting anything heals you for 6% of your max Stagger (2% for LIGHT hits) and deal 20% → 33% of that amount as damage to the enemy hit.

GEAR

Eject Button

As mentioned above, EB needed a little love. We preemptively poked Vyce and will be keeping an eye on Ai.Mi. Eye-Me.

  • Gain 50% DASH and BLINK range, 40% HASTE effectiveness, and 15% → 20% reduced SECONDARY cooldown. After casting your SECONDARY, recast it within 3.25s to BLINK back to the cast position.

Momentum Boots

Taking a bit of speed off and increasing the counterplay to the MB.

  • Gain 5% → 2% Speed plus up to 13% → 14% over 10s (1.3% → 1.4% Movement Speed per Stack). Getting hit resets the added effect.

Powerhouse Pauldrons

Pauldrons got mixed up in the kerfuffle of last patch. We’re going to shift the nerf over to the damage resistance instead and keep an eye on future rotations that bring in more size to maybe adjust this back down somewhat.

  • Gain 27.5% → 30% size, 20 power, and 20% → 15% damage reduction.

Strike Shot

Slight tap up to make it compete for your attention vs momentum boots.

  • PROJECTILES gain 35% travel or cast range. Every 11.5s → 11s, Strike also fires a LIGHT hit PROJECTILE.

How to download updates for Omega Strikers for the Nintendo Switch?

To download the updates for Omega Strikers, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.