GamePress

JWA Patch 2.11: New Abilities

Submit Feedback or Error

Introduction

It seems like every new creature this patch, comes with a whole new set of abilities. While we are excited to see some more variety of moves, they keep getting more complicated making it tough to decipher what’s going on in battle. Here are all the new moves we will see in 2.11.

New Abilities

ALERT FATAL STRIKE
 

Secure. Self: Cleanse Vulnerable.

Target lowest HP: remove Shields, attack 1x, as armor piercing damage.
 

Threatened. Self: Cleanse Vulnerable

Target lowest HP: Destroy Shields. Deal 60% of target’s max HP as armor piercing damage.

This move gets incredibly powerful when used in a threatened state. 60% of target’s max HP as armor piercing damage. It’s risky, because usually if a creature is in a threatened state, it also means it is more vulnerable to a swap in creature.  When the creature isn’t threatened, this move will pretty much act as a basic Fierce Strike.

TOUGH GROUP CUNNING STRIKE

Self: Cleanse Damage Over Time

Target all opponents: Remove critical hit chance and damage increases. Reduce

critical hit chance 100% and damage 50% for 2 attacks, lasting 1 turn. Attack 1x.

Basic cunning group strike move. Will help stop any DOT while also applying distraction and reducing the crit chance. This is the first basic group move so that could be good as the number of flocks increase as well.

RESILIENT RAMPAGE REVENGE

Self. Cleanse reduced damage.

Target highest damage: remove Cloak, Dodge and speed increases. Attack 2x.

Vulnerable for 2 attacks, lasting 2 turns.

Cooldown: 1 Delay: 1.

Revenge.

Self: Cleanse reduced damage.

Target highest damage: remove Cloak, Dodge and speed increases. Attack 2x.

Vulnerable for 2 attacks, lasting 2 turns. Cooldown: 1.

Resilient Rampage usually has a delay on it so the ability to be able to use it back-to-back in a revenge setting makes this move quite strong. Make sure to use this move after another one of your creatures has been killed to take full advantage of it. 

FIERCE SWAP IN STRIKE
 

Self: Cleanse Vulnerable

Target lowest HP: remove Shields and Taunt. Attack 1x, bypassing Armor. Swap Prevent, lasting 2 turns.

This is pretty much the same as swap in shattering strike with the addition of swap prevention of your opponent.  Could be useful when predicting a swap out, especially if you are faster then what is in already.

ALERT INSTANT HEAL

Secure: Priority.

Team: Cleanse. Heal 1.5x.

Cooldown: 2. Delay: 1.
 

Threatened: Priority.

Team: Cleanse. Heal 2x.

Cooldown 2. Delay 1.

GROUP CUNNING IMPACT

Self: Cleanse DoT.

Target all opponents: remove Critical increase and damage increase. Reduce Critical

chance 100% and reduce damage 50% for 2 attacks, lasting 1 turn. Attack 1.5x.

With the increase in flock creatures, we love seeing more group moves. Cunning moves are great against anything with DOT especially.

CAUTIOUS ON ESCAPE

Self: when opponent Swaps, 75% chance to Dodge 66.7% of damage for 1 attack, Lasting 1 turn. Increase speed 10%, lasting 2 turns.

On escape moves are becoming more and more popular since swapping is a big part of the meta. This is a non-damaging on-escape move, but it could help with the survival of an incoming attack. The fact you only have a 75% change to dodge something sounds like an RNG nightmare, however as you can’t always rely on it to work. This could also mean it’s a “safe” swap out for your opponent since they won’t risk getting hit.

CRITICAL ON ESCAPE

Self: when opponent Swaps, increase Critical Hit chance 100% for 1 attack, lasting 2 turns.

Another non-damaging on-escape move. Increasing critical hit chance is good, but if your opponent swaps to something with a cunning move, then that defeats the purpose of the on-escape.

SLY RAMPAGE AND RUN

Target highest damage: reduce damage 50% for 2 attacks, lasting 2 turns. Attack 2x.

Self: 50% Shields for 1 attack, lasting 1 turn. Automatic Swap.

Cooldown 2, Delay 1.

When first looking at this move, it seemed silly for shield to be activated when you are running. However, since it’s an attacking move, it will trigger any on-escape abilities so that shield can help protect you from that or from any counter attacks you might trigger. It also reduces your opponents damage so if they don’t have a shield breaking counter or on-escape move, you should be able to run away without taking a lot of damage.

ALERT DISTRACTING IMPACT

Secure: Target highest damage: attack 1.5x with 100% Critical Hit. Reduce damage100% for 2 attacks, lasting 1 turn.

Cooldown: 2.
 

Threatened: Target highest damage: attack 1.5x with 100% Critical Hit. Reducedamage 50% for 2 attacks, lasting 1 turn.

Cooldown: 2.

This is a hard-hitting move with a guaranteed crit. Plus an instant distraction when secure. Expect to use this against Fierce creatures and creatures that don't have a cleansing ability. 

Parting Words

There are a lot of new abilities to digest and it's going to take some time to see how they do in the arena. It's getting harder to decipher what everything does making the game more complicated. We are happy to see some more group moves and hope those continue to help counter some of the more oppresive flocks. What do you think of everything? Make sure to join us on our discord for more discussion! 

Join our Discord!
Enjoyed the article?
Consider supporting GamePress and the author of this article by joining GamePress Boost!
Join!

About the Author(s)

Wife, mother, native Texan, taco lover, book lover, dinosaur lover and self-proclaimed nerd. I hate cold weather and the book is always better than the movie. 

Comments