2025-03-25
In this guide, we’re exploring the essential changes and brand-new synergies in Golden Spatula Set 14! This new season splits its synergies into two groups: Set 14 Origin Synergies and Set 14 Class Synergies, offering distinct boosts for your lineup. We’ll dive into how all the changes and these traits can elevate your gameplay and secure your victories.
Hacking System |
Boost your gameplay by mastering the unpredictable hacking mechanics that can strike any round! When an Encounter gets hacked, expect a surprise hacked champion card to shake up your strategy. If the Common Pick round faces a hack, your champion might morph into anvils, while a hacked Creep round delivers unstable items or a dragon egg—evolving into a freshly crafted item each Champion round. |
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Hacked Augment |
Hacked augmentation rounds bring a thrilling twist to your team-building! When this happens, the left-side augments shift to align with a new theme, reviving long-lost augments from past seasons. This refresh also tosses in extra gold, giving you more resources to dominate the battlefield and optimize your strategy. |
1 or 2 Augment |
Level up your skills with another layer of augmentation hacks that force a big decision! You’ll choose between one high-tier augmentation for a powerful boost or two lower-tier ones, potentially stacking up to four augmentations total. This mechanic adds depth to your matches, letting you tailor your playstyle. |
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At each tier, pick a weapon that a random Anima Squad champion fires periodically during combat. Anima Squad champions gain Armor, Magic Resist, and Damage Amp.
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BoomBots fire a missile every 400 damage dealt at a nearby enemy that deals magic damage. 8% of damage taken contributes to damage dealt.
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The strongest Cyberboss character in the team will be upgraded to its ultimate form. Increases life power, magic power, and skills to hit more enemies. (3)Life power 25%, magic power 25 (4) All Cyberbosses upgrade. Your strongest Cyberboss will receive additional health by 33% and 30 magic power. |
Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies. You may trade your Intel for loot one time on round 3-3, 3-7, 4-3, 4-7, or 5-5. After trading Intel, Cypher champions gain Attack Damage and Ability Power. (4) Intel x1.5, magic attack power 35% (5) Intel x2, magic attack power 45% |
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Divinicorp champions grant unique stats to your team, increased for each Divinicorp in play. Divinicorp champions gain double. |
Gain unique items that can only be equipped by Exotech champions. They gain Health and Attack Speed for each item equipped. |
After 2 player combats, open an Armory of Trait Mods that permanently reprogram a champion to benefit from a trait (but not contribute). Every time you get a Trait Mod, the next one requires 1 additional round. Rounds remaining: - |
Golden Ox gain Damage Amp and have a chance to drop gold on kill. If you spend 8 gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent. (Golden Ox must have fought last round)
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Every round, Nitro champions grant Chrome to R-080T, based on their star level. Each Chrome grants 14 Health and 1 Ability Power. At 200 Chrome, it upgrades to T-43X! |
The Overlord takes a bite out of the unit in the hex behind him, dealing 40% of their max Health as true damage. He gains 40% of their Health and 33% of their Attack Damage. |
Gain a hologram copy of the highest cost enemy Viego helped kill last round. It has 600/900/3000 Health, deals 30%/40%/200% damage, and has 1 recommended item. |
Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more. Street Demons double all bonuses.
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Get a Kingpin hat that uniquely upgrades a Syndicate champion's ability. Syndicate champions gain Health and Damage Amp. |
The Virus infects your shop with a 10% chance to spawn a bloblet. When purchased, it merges and increases the strongest Zac's max Health by 3% and Ability Power by 5. |
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A.M.P. champions upgrade their abilities in unique ways with Amp. They also gain Health. |
Your team gains 10 Armor and Magic Resist. Bastions gain more. For the first 10 seconds of combat, Bastions increase their bonus by 100%. |
Your team gains 100 Health. Bruisers gain more. |
Every 3 seconds, your team gains Mana. Dynamos gain 100% more. |
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Executioner Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage. If the target's Health is below 30%, the bonus Critical Strike Damage is doubled. |
Marksmen gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%. |
Your team gains 10% Attack Speed. Rapidfire champions gain more on each attack, stacking up to 10 times.
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Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount. |
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Combat Start: Allies in the back 2 rows gain Damage Amp. Allies in the front 2 rows gain Durability. Strategists get triple. (5)Increases damage. 20%, durability 13% |
Techies gain Ability Power. Enemies hit by their abilities deal 10% less damage for 3 seconds. (8) 110 magic power and reduces enemy damage by 18%. |
Vanguards gain 10% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
(4) Gain a shield equal to 32% of maximum health. (6) Gain a shield equal to 40% of your maximum health and gain 20% more durability while having a shield. |
That’s it for the introduction of all the core changes and new Synergies of Golden Spatula Set 14. Hope this introduction to the new season content will help players choose and plan their team comps to suit their preferences and climb the ranks more easily and comfortably.