Version 0.110 of Slayers 2 is a tuning pass aimed squarely at fights that were being decided by systems rather than skill. Blocking got a significant repair, Thunder picked up a small buff after its earlier trim, and PvP finally lets you run it back without re-queuing.
Quick answer: Block regeneration no longer stalls while you are stunned, PC players get a regen readout in the bottom-left corner, Thunder Clap and Flash and Rice Spirit cast faster and stun longer, and PvP supports up to two rematches.
Block regeneration fix and the new PC regen meter
The headline change is a bug fix rather than a balance lever. Previously, block would only tick back up if you were not stunned, which meant the exact moments you most needed guard — locked in a combo, caught by a stun move, waiting out a chain — were the moments your defense refused to come back. That condition has been removed, so regeneration continues through stun states.
To go with it, PC players now get a visible block regen progress indicator in the bottom-left corner of the screen. It only appears while you are not actively blocking, so it reads as a recovery timer rather than a permanent HUD element.
Treat the bottom-left readout as your re-engage timer. Dropping guard early to watch it fill is now a real option, because getting stunned mid-recovery no longer pauses the process.
Thunder buffs in v0.110: cast speed and stun duration
Thunder had been pulled down in earlier tuning, and v0.110 gives part of that back — deliberately a small amount. Two moves were touched, and both got the same treatment: they come out quicker and they hold the target longer.
| Move | Cast time | Stun before | Stun after |
|---|---|---|---|
| Thunder Clap and Flash | -20% | 1.35s | 1.5s |
| Rice Spirit | -20% | 1s | 1.25s |
A fifth off the cast time matters more than the raw number suggests, because both of these are gap-closers that only pay off if they land before the opponent reacts. The extra stun — 0.15s on Thunder Clap and Flash, 0.25s on Rice Spirit — widens the follow-up window enough to fit another move into a chain.
PvP rematch button and the two-rematch limit
PvP now has a rematch button, capped at two rematches per matchup. That is the whole feature, and it removes the main friction of duelling someone competent: you no longer have to find them again after a close set.
The cap is the part worth noting. Once you have used both rematches against the same opponent, the button stops being an option and you go back through the normal flow to fight again.
Damage-over-time ticks no longer trigger counters
Flame, poison, and other damage-over-time effects were counting as hits for counter purposes, which meant a counter could fire off a burn tick instead of an actual attack. That interaction is fixed. Counters now respond to real incoming moves, not passive damage that happens to land on the right frame.
The practical effect cuts both ways. Damage-over-time builds lose a source of accidental pressure, and counter timing becomes predictable again, because a tick can no longer burn your counter window for you.
How to confirm you are on the v0.110 build
The block regen indicator is a PC element. On mobile, verify through behavior instead — take a stun and watch whether guard keeps recovering through it.
Taken together, v0.110 is a defensive-systems patch with a PvP convenience feature attached. The block fix is the one that will change how fights feel, since guard recovery no longer collapses under exactly the pressure it exists to absorb, and the counter fix cleans up a related bit of noise in the same exchanges.






