GamePress

JWA Patch Notes 2.10: New Abilities!

Submit Feedback or Error

Introduction

Explorers! Patch Notes for Update 2.10 are here and as always we have all the coverage on everything. We have a lot of new creatures being added to this patch (7 hybrids) and with them come a slew of new abilities. Here are all the new moves we can look forward to seeing in the arena. 

New Moves

Cleansing Rampage

Self: Cleanse.
Target highest HP: attack 2x.
Cooldown: 2.Delay: 1

This move will be available on the new Unique, Indotaurus. It's another Rampage move with a 2 turn Cooldown and this one has a Delay as well. It should be helpful against Resilient and Cunning creatures to Cleanse the Vulnerable and Distracting effects. 

Counter Vulnerability

Target attacker: after receiving and surviving damage, attack 1x.
Vulnerable for 1 attack, lasting 2 turns.

The new Unique, Andrewtops, is getting this move, allowing it to almost always keep its opponent Vulnerable. This will make the attacks hit harder on creatures that aren't Immune or Resistant to Vulnerability. 


Critical Rampage

Target lowest HP: attack 2x with 100% Critical Hit.
Cooldown: 2.

There is no delay on this Rampage so a guaranteed Critical Hit on a 2x move is pretty sweet. Depending on the stats of Glyptoceras (the creature getting this move) it could be a nasty hit. It does have a Cooldown of 2, however, so use it wisely as you might not be able to use it again before your opponent can take your creature out. 


Determined Strike

Self: Cleanse Reduced Damage and DoT.
Target highest speed: remove Speed, Critical and damage increases. Reduce Critical Chance 100%
for 2 attacks, lasting 1 turn. Reduce damage 50% for 2 attacks, lasting 1 turn. Precise attack 1x.
Vulnerable for 1 attack, lasting 2 turns.

Another basic move that does a lot of things at once. This will be found on the Epic hybrid, Megalotops. With this move, you can remove the opponent's speed up, reduce their Critical Chance, reduce their damage, make them Vulnerable, and hit them with a Precise strike all at once. We don't know if Vulnerability will be applied before the Strike as the turn system in this game can be odd, but it's a pretty good basic move to help keep your creature alive. 


Collision

Target escapee: Attack 1x with 100% Critical Hit.

This is an On Escape move that will be featured on Rinchicyon. This will hit a creature escaping with a Critical Strike for the most part. It doesn't go through Armor so keep that in mind when deciding if you want to flee and get hit on your way out. 

Delayed Revenge Distracting Rampage

Target highest damage: reduce damage 50% for 4 attacks, lasting 2 turns. Attack 2x.
Cooldown: 1. Delay: 1.

Revenge: Target highest damage: reduce damage 50% for 4 attacks, lasting 2 turns. Attack 2x.
Cooldown: 1.

This is another new move on Andrewtops. This is the first "Delayed" Revenge move we have seen so we aren't exactly sure what the delayed part means but we are assuming that you won't be able to use it on turn one as a Revenge move (which defeats the ability of it being a Revenge). The only other thing we can think of is if the cooldown for the regular Rampage activates after the revenge so you won't be able to use it twice in a row as you would with a normal Revenge move.

Piercing Revenge

Target highest HP: remove Shields. Deal 40% of target's max HP as Armor Piercing damage. Swap
prevent, lasting 2 turns.
Delay 1. Cooldown: 1.

Revenge:
Target highest HP: remove Shields. Deal 40% of target's max HP as Armor Piercing damage. Swap
prevent, lasting 2 turns.
Cooldown: 1.

Another Revenge move for Andrewtops. This is a Rending Revenge move that goes through Armor and it also prevents the opponent from swapping out as well. We are seeing more tanky creatures in the meta with Testacornibus, Skoonasaurus, and even some Mammolania making more appearances. Andrewtops will be a good counter to those with Rending moves like this in its kit. 


Revenge Taunting Cloak

Self: 75% chance to Dodge 67% of damage, lasting 1 turn. 2x damage on next attack. Taunt.
Cooldown: 3.

Revenge:
Self: 75% chance to Dodge 67% of damage, lasting 1 turn. 2.5x damage on next attack. Taunt.
Cooldown: 3.

Indotaurus will be sporting this new Cloaking move. It's very similar to Revenge Cloak, except it has a Taunting aspect to it. It could be useful in the arena as long as you don't bring it in against any of the Resilient creatures. This would be best to use as Revenge against a creature that you know can't remove Cloak or hit through Dodge. Your opponent would be forced to swap to something else and risk getting one shot on the swap in, or sacrifice the creature they already have out there. Beware of Shields, however, as this will not break them or hit through Armor either. 

Instant Buff

Priority
Self: Cleanse. Increase speed 10%, lasting 2 turns. Increase damage 50% for 1 attack, lasting 2
turns. 75% chance to Dodge 67% of damage for 2 attacks, lasting this turn.
Cooldown: 1.

Rinchicyon will have this new move and it's similar to Cautious Strike, without actually attacking. It increases speed, damage, and dodges as an instant "move". It doesn't deal damage but could help the creature speed up for priority and survive long enough to get off another one of its attacks. 


Intimidating Impact

Target lowest HP: remove Shields, bypass Armor. Attack 1.5x. Vulnerable for 2 attacks, lasting 1 turn.
Cooldown 1.

Another move on Indotaurus, this move is pretty much Shattering Impact with a Vulnerable aspect added to it. Once again we are unsure if the Vulnerability is applied before or after the actual attack is performed. That can make a big difference in the amount of damage this move can put out. 

 

Stunning Obstruction

Target escapee: Swap prevent, lasting 2 turns. Attack 1x. 100% chance to Stun, lasting 1 turn.

Phorurex will have this on escape move. If your opponent tries to swap out, this move will prevent them from swapping (depending on resistances), stun the opponent (depending on resistances), and attack 1x. Even a creature that is 100% immune to swap resistance and stun will at least get hit with a strike. If your opponent is faster, there is also a chance it will lose another turn since it will be stunned. 


Daring Strike

Self: Cleanse DoT and Vulnerable.
Target lowest HP: attack 1x, bypassing Armor. Reduce damage 50% for 2 attacks, lasting 1 turn.

This is Phorurex's basic move so it doesn't have a delay or cooldown. It cleanses DOT and vulnerable but it doesn't cleanse distraction. It also reduces opponents' damage as well as piercing armor for 1x attack. 

Critical Sidestep

Priority.
Self: Cleanse. Increase speed 10% for 2 attacks, lasting 2 turns. Increase Critical Hit chance 100% for 1 attack,
lasting 2 turns. 100% chance to Dodge 66.7% of damage for 2 attacks, lasting 1 turn.

Another move on Phorurex with no delay or cooldown. It is a non-damaging move, but it does everything sidestep does with the addition of a guaranteed critical hit next turn. This can be big considering the other moves Phorurex has including 2 rampage moves. 

Cautious Cunning Rampage

Priority.
Self: Cleanse DoT. Target highest damage: remove Critical increase and attack increase. Reduce damage 50% for 2 attacks, lasting 1 turn. Attack 2x.
Cooldown: 2.

One of the 2 Rampage moves featured on Phorurex. This is a priority cunning rampage with no delay, which is pretty crazy. Just like its parent, Phorusaura, this move is good to use a revenge kill. Phorurex's kit also has the ability to allow it to survive long enough to perform its Lethal Rampage and Run move, which is also new. 


Lethal Rampage and Run

Self: automatic Swap.
Target lowest HP: remove Shields. Attack 2x, bypassing Armor. DoT 0.34x target's max HP, lasting 2 turns.
Cooldown: 2. Delay: 2.

This is the other Rampage move featured on Phorurex and is the one that was already teased by Ludia. This move removes shields, hits through armor, and attacks 2x while also applying a bleed on its way out. It has a delay of 2, but the rest of the kit makes it easier for Phoruruex to survive long enough to pull this off. If Phorurex has any resistance to Stun or Distraction, this is going to be a nearly unstoppable move once it is set up. 

New Alert Moves

Pesky Alert

While Secure:
Self: 75% chance to Dodge 67% of damage, lasting 1 turn. 2x damage on next attack.

While Threatened:
Self: 75% chance to Dodge 67% of damage, lasting 1 turn. 2.5x damage on next attack.

While the name itself won't say much about this move, it is an extremely powerful anti-swapping tool. It's basically Indotaurus' Revenge Taunting Cloak, but in an Alert State. It gives Indotaurus a Cloak effect when its opponent swaps out, and there isn't much you can do about it. It helps Indotaurus heavily punish swappers.


Alert Safety Rampage

While Secure:
Self: Cleanse.
Target highest damage: attack 2x.
Cooldown: 2. Delay: 1

While Threatened:
Target highest damage: attack 1.5x.
Self: automatic Swap.
Cooldown: 2. Delay: 1.

Alert Safety Rampage is Rinchicyon's new tool. When it's high on health, it will allow it to perform a Cleansing Rampage. However, when it's low on health, it will turn into a Rampage and Run. A powerful ability that helps it to dish out heavy damage and get it out of a tricky spot at the same time.

Alert Swap In Stun

While Secure:
Target highest damage: 100% chance to Stun, lasting 1 turn.
Self: unable to Swap, lasting 2 turns.

While Threatened:
Target highest damage: 33% chance to Stun, lasting 1 turn.
Self: unable to Swap, lasting 2 turns.

This move confuses us, as it is practically the same as Bumpy's Stunning Alert. It gives you a 100% Chance to stun while over 50%, and a 33% chance to Stun while under 50%. So this isn't really a new move. However, it allows Glyptoceras to safely come in while being Healthy, and allow that one final shot at victory in the end, but at great risk.


Alert Rending Lockdown

While Secure:
Self: unable to Swap, lasting 2 turns.
Target highest HP: Swap Prevent, lasting 2 turns. Deal 0.4x of target's max HP as damage.

While Threatened:
Self: unable to Swap, lasting 2 turns.
Target highest HP: Swap Prevent, lasting 2 turns. Deal 0.2x of target's max HP as damage.

Phorurex keeps some of Dracorex G2's Swap in Savagery, but it weakens a bit when it gets low on Health. It also pins the opponent in the arena with it, making it face up against it. A powerful tool for keeping a weakened opponent in the battlefield, or picking off a weakened opponent with the Rending damage. Overall, a great Swap in Ability to have for Phorurex to be a swapper and a swap-stopper!

Parting Words

I think every new creature also features a unique new ability, which is pretty cool to see. At the same time, that means more math and looking at moves in battle since everything continues to get more complicated. What do you think about the new abilities and are you excited to use them? Let us know!

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.