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JWA Patch Notes 2.14: New Abilities

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Article by EDUARDO562

Introduction

Explorers! Patch Notes for Update 2.14 are here and as always we have all the coverage on everything. This update is dubbed the Imperatosuchus Update, and we have the info on that as well as other new features summed up for you here. There are several new abilities this update, so we'll go over what they are and break down what they can do in the overall meta. 

Ability Updates

DEATH ROLL

Target highest HP: attack 1.5x, bypassing Armor. DoT 15% of target’s max HP 2 turns. Decrease speed 75% 3 turns.
Cooldown: 1.

This move is going on the newest apex as this is what crocodiles are known to do. This move looks very strong as it’s armor-piercing impact with damage over time and deceleration thrown on top of it. This move looks very strong and is something to fear, especially if Imperatosuchus has high attack.

FIERCE DECELERATING STRIKE

Self: Cleanse Vulnerable.
Target lowest HP: remove Shields and Taunt. Attack 1x, bypassing Armor. Reduce speed 50% 2 turns.

The description is in the name. It’s fierce strike fused with long decelerating strike. Fierce want to have speed control to deal big output, and this move allows them to do just that.

BASK
 

Priority.
Target highest speed: 100% chance to Stun 1 turn. Unable to Swap 2 turns.
Self: Heal 1.5x. Increase damage 50% 2 attacks, 2 turns.
Cooldown: 2.

Imagine Immobilize, but much stronger. This is another new move for Impertosuchus. It may not do damage, but stunning, healing, and increasing your damage is crazy. We don’t yet know if ferocity is applied before or after the heal, but either one is scary as you either heal much more or your ferocity lasts longer. And with a 2 turn cooldown, anything with this move isn’t going down so easily.

VULNERABILITY RAMPAGE

Target highest HP: attack 2x. Vulnerable 2 attacks, 2 turns.
Cooldown: 2. Delay: 1.

Vulnerability rampage is pretty easy. It’s all in the name. It’s got a delay like many rampages, but it makes your opponent vulnerable. A very solid move.

NO ESCAPE STRIKE

Target escapee: unable to Swap, lasting 1 turn.
Self: when opponent Swaps, increase damage 50% 2 attacks, 2 turns. Attack 1x.

No escape strike is looking like a strong on escape move as it not only allows you to hit your opponent when they leave, but you also boost your own damage output for 2 attack, making your next move pretty potent while trapping them. It’ll almost always be a win for you

DECELERATING SIDEFLAP

 

Priority.
Self: Cleanse. 100% chance to Dodge 67% of damage 2 attacks, this turn. Increase speed 10% 2 turns. Taunt.
Target all opponents: reduce speed 50%, 2 turns.
Cooldown: 1.

Decelerating sideflap somewhat mirrors the new critical sidestep in the sense that they are similar to their original moves with a 1 turn cooldown but an additional effect is added. In this case, your speed is increased for 2 turns and the opponent’s speed is decreased for 2 turns. Now you’ll really gain the speed advantage.

ACCELERATED INVINCIBILITY ON ESCAPE

Self: when opponent Swaps, increase damage 30% 2 attacks, 2 turns. Shields 100% 2 attacks, 1 turn

Accelerated invincibility on escape gives you a nice speed buff of 30% and invincibility when they swap out. 2 for the price of one.
 

DEFINITE ALERT FRENZY

 

Secure. Self: increase speed 10% 2 turns.
Target lowest speed: attack 1.5x, 2 times, bypassing Armor.
Cooldown: 2. Delay: 1.

Threatened. Self: Rally heal 33% 2 turns. Increase speed 30% 2 turns.
Target lowest speed: attack 1x, 2 times, bypassing Armor.
Cooldown: 2. Delay: 1.

Definite Alert Frenzy is interesting as it’s a move that hits twice. It has a delay (thankfully), but you can essentially use this armor piercing devastation after one turn and not rally heal, or you can use it as a rampage and rally heal. Counter attackers can better take advantage of it, but this isn’t enough to make the move not that good. On top of that, your speed is increased, but you do not bypass evasion according to the notes. So, this may be something similar to a cautious cunning rampage.
 

WINGBEAT

Self: when opponent Swaps, increase Critical Hit chance 100% 1 attack, 2 turns. Increase speed 20% 1 turn.


Wingbeat is essentially critical on escape with a 20% speed increase. Not too crazy, but still not useless.

LIMITED EVASIVE STRIKE

Target lowest HP: Attack 1x.
Self: 75% chance to Dodge 67% of damage 4 attacks, 2 turns.
Cooldown: 1.

limited evasive strike is a pretty good move. You dodge for 4 attacks lasting 2 turns with a 1 turn cooldown, meaning you can always have dodge up if youLwant.
 

ALERT FRENZY

 

Secure. Self: increase speed 10% 2 turns.
Target lowest speed: attack 1.5x 2 times.
Cooldown: 2. Delay: 1.

Threatened. Self: Rally heal 33%. Increase speed 30% 2 turns.
Target lowest speed: attack 1x 2 times.
Cooldown: 2. Delay: 1.

Alert Frenzy is like its definite counterpart but it cannot pierce armor. Again, it does two attacks in one so counter creatures can better take advantage of that, but it’s still the same basic move.

INSTANT CUNNING STRIKE

 

Priority.
Self: Cleanse DoT.
Target highest damage: attack 1x… Reduce damage 50% and reduce Critical Chance 100% 2 attacks, 1 turn. Remove Critical increase and damage increase. 75% chance to Dodge 67% of damage 2 attacks, this turn.
Cooldown: 1

Instant cunning strike is a new move that is quite strong. It’s basically sunning strike with priority, but in exchange has a one-turn cooldown. But overall this is a good priority move to help soften a blow no matter your speed.

EVASIVE CUNNING IMPACT

 

Priority.
Self: Cleanse DoT. 75% chance to Dodge 67% of damage 2 attacks, this turn.
Target highest damage: attack 1.5x. Reduce damage 50% 2 attacks, 1 turn. Remove Critical increase and damage increase.
Cooldown: 1.

If instant cunning strike was good, then evasive cunning impact is amazing as you not only have a cunning impact with priority and a one-turn cooldown, but you can now also dodge. This is a powerful move that can be used to really soften blows while dealing good output.

STUCK LANDING

 

Self: 100% chance to Dodge 100% of damage 2 attacks, 1 turn. Unable to Swap 2 turns.

Stuck landing is similar to swap in dodge except it has a 100% chance to dodge 100% of damage. This could be a great way to bring a creature in safely without having to take any damage. Nothing all that special.
 

LOW TIDE

Self: when opponent Swaps, increase speed 10% 1 turn. 100% chance to Dodge 67% of direct damage for this turn, 2 attacks.

Low tide is similar to cautious on escape, except it dodges 100% of the time when the opponent leaves. That’s a pretty good way of deterring those pesky swappers.

SHIELDED EVASIVE STRIKE

Target lowest HP: attack 1x.
Self: 75% chance to Dodge 67% of damage 4 attacks, 2 turns. Shields 50% 2 attacks, 1 turn.
Cooldown: 1.

Shielded evasive strike is again pretty straightforward, but pretty strong. You get to shield for 1 turn and 2 attacks plus dodging for 2 turns, 4 attacks.

SWAP IN SHIELDS
 

Self: 50% Shields 2 attacks, 2 turns. Unable to Swap 2 turns.

Swap in shields is basically swap in defense on Brontotherium. A 2 turn shield for 2 attacks on the swap.
 

DEFENSE SHATTERING COUNTER-ATTACK

Target attacker: after receiving and surviving damage, remove Shields. Attack 0.5x.

Defense shattering counter is a 50% counter that bypasses armor and shields. There are better counters out there, but a counter is usually better than no counter.

 

COUNTER SPIKE

Target attacker: after receiving and surviving damage, remove Shields. Attack .5x, bypassing Armor.
Team: increase damage 10% 2 attacks, 2 turns.

Counter spike is basically a better Hydra Boa counter as it allows you to not only increase your damage, but also attack for 50% of your attack.

 

Raid Moves

We believe the following moves are moves for Raid Bosses. As there aren't any new creatures with them and they do not have any specific cooldowns or delays. 

FIERCE DECELERATING RAMPAGE

Self: Cleanse Vulnerable.
Target lowest HP: remove Shields and Taunt. Attack 2x, bypassing Armor. Decrease speed 50% 2 turns.


Fierce decelerating rampage sounds like what it sounds like. It’s fierce rampage but it slows you down for 2 turns.

GROUP FIERCE DECELERATING STRIKE

Self: Cleanse Vulnerable.

Target all opponents: remove Shields and Taunt. Attack 1x, bypassing Armor. Reduce speed 50% 2 turns.

Group fierce decelerating strike looks like a boss move as it’s like fierce decelerating strike, but it hits the whole team. This is a very powerful move that can put any opposing team in a rough situation.


 

INFECTIOUS REVENGE
 

Target highest speed: reduce speed 50% 2 turns. Attack 1.5x. DoT 15% of target’s max HP 2 turns.
Revenge:
Target all opponents: reduce speed 75% 2 turns. Attack 1.5x. DoT 20% of target’s max HP 2 turns.

Infectious Revenge looks like a powerful revenge move that not only hit all opponents with an impact, but also slow you down and slowly bleed you out.

WANING REVENGE
 

Self: Cleanse Vulnerable.

Target lowest HP: remove Shields and Taunt. Attack 2x, bypassing Armor. Reduce speed 50% 2 turns.

Revenge:

Self: Cleanse Vulnerable.

Target lowest HP: remove Shields and Taunt.

Target all opponents: Attack 2x, bypassing Armor. Reduce speed 50% 2 turns.

Waning revenge is fierce decelerating rampage, but on revenge, all opponents are hit. Try to avoid revenge here if possible.

BRAKING REVENGE
 

Target highest speed: reduce speed 50% 2 turns. Attack 2x. DoT 15% of target’s max HP 2 turns.
Revenge:
Target all opponents: reduce speed 75% 2 turns. Attack 2x. DoT 33% of target’s max HP 2 turns.

Braking revenge is the same as infectious revenge with the difference being that on revenge, you bleed 33% instead of 20% and the user doesn’t attack.
 

SHIELDED GROUP STRIKE

Target all opponents: Attack 1x.
Team: Shields 50% 4 attacks, 2 turns.

Shielded group strike attacks all opponents and shields for 4 attacks, lasting 2 turns. Pretty good strike move.

SHIELDED RESILIENT STRIKE

Self: Cleanse reduced damage. Shields 50% 4 attacks, 2 turns.
Target highest speed: remove Cloak, Dodge and speed increase. Attack <1x. Vulnerable 2 attacks, 2 turns.

Shielded resilient strike is the same as shielded group strike, but rather than hitting all opponents, it hits one and has resilient effects.
 

ALERT ASSIST
 

Secure. Priority.
Self: Shields 100% 4 attacks, 1 turn.
Team: Shields 50% 4 attacks, 2 turns. Increase damage 50% 2 attacks, 2 turns.

Threatened. Priority.
Self: Shields 100% 4 attacks, 1 turn.
Team: Shields 100% 4 attacks, 2 turns. Increase damage 50% 2 attacks, 2 turns. Increase speed 30% 2 turns. Heal .1x.
 

Alert assist is a very powerful priority move as it’s a group shield that also buffs your attack. And when threatened, you are invincible and have your damage increased as well as your speed increased. This is a very strong ability.
 

BOOM

Self: Cleanse reduced damage.
Target all opponents: remove Cloak, Dodge and speed increase. Attack 2x. Vulnerable 1 attack, 2 turns.

Boom is basically resilient rampage, but it targets all opponents instead.

Parting Words

Once again, it seems like you need a calculator and plenty of time to figure out what each move does as they keep getting more and more complicated. We're excited to see some of these moves and can't wait to see how they perform in battle. What do you think of the changes? Join our Discord server and let us know!

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About the Author(s)

Hi there, I'm Eduardo. I love catfish, and you're looking at my Bullhead Axel here. Huge fisherman and half the time I'm out the door at 4 a.m. as those fish won't catch themselves. Love to cook and circus peanuts are delicious.