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The latest Ro-Ghoul [ALPHA] update brings a new code, several balancing adjustments, and a stat rework for two major kagunes — Lycan Bala and Ixakami.
While the update might look small on paper, these changes have a big impact on PvP fairness, cooldown timing, and overall flow of combat.
This guide breaks down everything in the update — from code rewards to in-depth ability changes — so you know exactly how to make the most out of it.
Use the new update code below for an instant boost of RC, Yen, and cosmetics:
10/23/25 upd
How to Redeem:
!code 10/23/25 upd
Note: If the code doesn’t work, wait for the servers to fully reset. The devs shut down briefly to fix server-side bugs.
This update focuses heavily on LycanK1 (First Mode), tuning its damage, cooldowns, and endlag.
The dev’s goal here was to make the kagune fairer to both use and fight against — while maintaining its identity as a fast, oppressive brawler.
| Stat | Old | New | Effect |
|---|---|---|---|
| Base Damage | 0.6 Light Damage | 0.5 Light Damage | Small DPS reduction |
| Total Damage | 3 | 2.5 | Overall output lowered |
| Knockback Time | 0.3s | 0.2s | Faster recovery window for opponents |
| Endlag | -0.3s advantage | +0.1s advantage | You can’t spam combo as freely |
| Cooldown (CD) | 4s flat | 4s + (4s × Roar Time) | Now scales dynamically with Roar charge time |
S2 now rewards precise timing instead of blind aggression. The new cooldown scaling discourages spam-heavy gameplay while giving you room for controlled bursts. If you’re good at managing Roar-Time, you can still pull off fluid chains — but careless use will leave you open longer.
| Detail | Old | New | Net Change |
|---|---|---|---|
| Per Slash Damage | 0.4 × 5 (True Damage) | 0.32 × 5 | -20% base hit power |
| Final Slash Damage | 0.5 | 0.6 | Buffed finisher impact |
| Total | 2.5 total (2 True + 0.5) | 2.2 total (1.6 True + 0.6) | Slight overall reduction |
This move now deals less consistent burst, but a stronger finishing blow.
It’s more skill-based — rewarding you for landing the final strike rather than relying on early hits. In PvP, this helps balance damage spikes without removing the move’s threat value.
| Stat | Old | New | Impact |
|---|---|---|---|
| Untargetable Duration | 0.4s | 0.3s | Harder to dodge punish windows |
| Endlag | 0.2s | 0.3s | Slightly longer recovery |
| Cooldown | 4s | 5s | Reduced spam potential |
SB’s invulnerability window was shortened, meaning you now have to use it reactively, not preemptively.
Timing is everything — use it too early and you’ll be caught during endlag. The move still remains powerful, just no longer abusable in tight duels.
While Lycan Bala was tuned down for balance, Ixakami received straightforward buffs to keep it viable against newer kagunes.
| Mode | Skill | Old Damage | New Damage | Type |
|---|---|---|---|---|
| K_ (King Mode) | S2 | 1.5 | 1.6 | Light Buff |
| R_ (Reaper Mode) | S2 | 1.0 + 0.5 (1.5 total) | 1.2 + 0.4 (1.6 total) | True Damage Mix |
Ixakami’s S2 now hits harder across both modes — enhancing its dual-phase flexibility. The boost isn’t huge, but enough to make combos more rewarding.
Expect slightly faster kill times and improved trades, especially when transitioning between modes mid-fight.
The dev briefly teased “that one dude” — likely a new character or kagune project in progress.
No direct reveal yet, but this line suggests an upcoming teaser or new addition tied to current balance testing.
“Added that one dude cuz I’m working on something and wanna tease it hehe.”
Stay tuned — this could be the start of a new Ro-Ghoul boss or kagune line (possibly linked to the Lycan family).
This patch is less about raw power and more about skill expression.
Lycan Bala is no longer a spam-heavy monster — it’s tactical and timing-based now. Ixakami, on the other hand, feels smoother and deadlier.
The dev clearly aims to create a more competitive, fair PvP meta — without stripping away what makes these kagunes iconic.