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JWA Patch Notes 2.20: New Abilities

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Introduction

Explorers! Patch Notes for Update 2.20 are here and as always we have all the coverage on everything. This update is dubbed the Isla Events Update, and we have the info on that as well as other new features summed up for you here. There are THIRTY new abilities this update, so we'll go over what they are and break down what they can do in the overall meta. 

New Abilities

PRECISE GROUP COUNTER

  • After receiving and surviving damage:
  • Self: increase Armor 10% 4 attacks, 2 turns.
  • Target all opponents: attack 1x, bypassing Dodge.

This move has the new mechanic that changes the armor stat. We assume the armor increase will stack so a creature with 50% armor will have 60% after 2 turns. This is also a group move. It’s the first group counter move we have seen and should be another tool to take down the pesky flocks.

SLOWING RESILIENT STRIKE

  • Self: Cleanse damage decreases.
  • Target highest Speed: remove Dodge, Cloak and speed increases. Attack 1x. Vulnerable 2 attacks, 2 turns. Reduce speed 50% 1 turn.

This is pretty much the same as the resilient strike we have in game right now with the added ability of reducing speed. This makes this move incredibly powerful as it slows a creature while also making them vulnerable. This could allow you to set up a very large hit or even set up another creature before you die.

GROUP DISARMING RAMPAGE

  • Target all opponents: attack 2x. Reduce damage and speed 33% 4 attacks, 2 turns. Reduce armor 15% 2 attacks, 1 turn. 
  • Cooldown: 2.

This is another move that features the new armor stat change ability. It will remove armor from your opponent by 15%. It is also a rampage that distracts and slows your opponent down. This should be a pretty hard hitting move that doesn’t have a lot of traditional counters since the armor stats of your opponents are reduced.  

SHIELDING ALERT RAMPAGE

     Secure:

  • Target all opponents: remove Shields, Dodge and Cloak. Attack 2x, bypassing armor.
  • Self: 50% Shields 4 attacks, 2 turns.
  • Cooldown: 2.

     Threatened:

  • Priority. 
  • Target all opponents: remove Shields, Dodge and Cloak. Attack 2x, bypassing armor. 
  • Team: 100% Shields 8 attacks, 1 turn.
  • Cooldown: 2.

This looks like it's going to be a fantastic raid move. It not only hits all opponents, it also shields your entire team for 4 attacks when secure, and 8 attacks when threatened. This is also another move that flocks should fear.

HARDEN

  • Target highest HP: attack 1.5x.
  • Team: Cleanse. increase armor 50% 4 attacks, 2 turns.
  • Cooldown: 2. Delay: 1.

This seems like a simple Impact move, but it also increases your armor stat by 50% for 2 turns. That’s a huge increase and could be especially useful if it is used on creatures that don’t have any shattering moves.

FEROCIOUS COUNTER STUN

  • After receiving and surviving damage: 66% chance to Stun.
  • Self: increase damage 25% 1 attack, 1 turn.

This is our first stunning counter move and could be really fun to use. It has a 66% chance to stun while also increasing damage. This could be particularly effective as a sneaky swap in counter. It’s a high risk with the stun not being guaranteed but could be high reward if you are able to stun and they lose a turn.

DISPERSED CAUTIOUS STRIKE

  • Target all opponents: attack 1x, bypassing Dodge. Reduce damage 50% 2 attacks, 1 turn.
  • Self: 75% chance to Dodge 67% of direct damage 1 attack, 1 turn.

This move is pretty much Cautious Strike without the speed increase.

GREATER NULLIFICATION

  • Target opponent with most positive effects: Nullify. Reduce damage 50% 4 attacks, 2 turns.
  • Cooldown: 1.

This move doesn’t attack but it will nullify any speed increase or dodge effects and will also distract your opponent for 4 attacks lasting 2 turns.

BERSERK DECIMATING WOUND

  • Act Last.
  • Target highest HP: remove shields. attack 1x, bypassing Armor.
  • DoT .25x target’s max HP, 2 turns.
  • Self: sacrifice 25% max HP. Unable to Swap 1 turn.
  • Cooldown: 2.

Since this is a berserk move, there is a sacrifice aspect to it. You hit your opponent 1x with a shattering DOT, but you also give up 25% of your own HP in return.

INSTANT PRECISE IMPACT

  • Priority.
  • Target fastest opponent: attack 1.5x, bypassing armor and dodge.
  • Cooldown: 1.

Instant moves have become very useful in the game. This one will attack 1.5 times while also bypassing armor and dodge. A precise fierce move is very useful as it has the ability to bypass what might traditionally counter it. Fierce creatures are stopped by dodge and cunning moves, and Cunning creatures are countered with armor. This move will break through both.

SWAP IN NULLIFICATION

  • Nullify.
  • Self: Unable to Swap 2 turns.

While swap in moves can be especially useful in battles, this one doesn’t seem like it will be extremely useful. Having a non-attacking swap in move can also leave the swapped in creature very vulnerable. We’ll have to see how useful it is with the rest of the creature’s kit as it could be useful combined with other swap in moves or counter attacks.

BRACE

  • Priority.
  • Self: Cleanse. Heal 100% damage stat. Increase armor 50% 1 attack, 1 turn.
  • Cooldown: 2.

While this move doesn’t actually do damage, it is still an incredibly powerful move. Healing for 100% of your damage stat while also increasing your armor allows for survivability. It could be used while a big move is on cooldown

INSTANT REND

  • Priority.
  • Target opponent with most positive effects: remove shields. Attack 1x.
  • Cooldown: 1. Delay: 1.

The description of this move says “attack 1x” but being a rending move, we are assuming it will actually act like other rending moves (hitting for a percentage of their HP). An instant rending move could be quite useful especially against some of the higher HP creatures.

SHELTERING IMPACT

  • Priority.
  • Target highest damage opponent: attack 1.5x.
  • Self: Cleanse. Heal 2x damage stat.
  • Cooldown: 2.

RETREAT

  • Priority.
  • Cleanse. Automatic Swap.

A priority swapping move could allow you to get out of a matchup you don’t like. If you are faster, this creature should be able to get out before taking any damage. It also cleanses so if you are locked down, you will cleanse that before you swap out.

BERSERK CLAWED REVENGE

  • Target all opponents: attack 2.5x, bypassing Dodge.
  • Self: sacrifice 33% max HP. Unable to Swap 1 turn.
  • Cooldown: 2.

     Revenge:

  • Priority.
  • Target all opponents: attack 2.5x, bypassing Dodge.
  • Cooldown: 2.

This isn’t quite a devastation move as it only attacks 2.5 times, but it does bypass dodge while sacrificing 33% of your own HP. As a revenge, it becomes a priority move and doesn’t sacrifice any of your own HP.

BERSERK BITING REVENGE

  • Target highest HP: remove shields. Attack 2.5x, bypassing Armor.
  • Self: sacrifice 33% max HP. Unable to Swap 1 turn.
  • Cooldown: 2.

     Revenge:

  • Priority.
  • Target highest HP: remove shields. Attack 2.5x, bypassing Armor.
  • Cooldown: 2.

This pretty much the Fierce version of  Berserk Clawed Revenge. It bypasses armor, removes shields, attacks 2.5 times and also sacrifices 33% of your own HP. As a revenge move, it becomes priority and doesn’t sacrifice any of your own HP.

EVASIVE HUNT

  • Priority.
  • Self: Increase damage 50% 4 attacks, 2 turns. Increase speed 25% 2 attacks, 1 turn.
  • 100% Chance to Dodge 100% of direct damage 2 attacks, 1 turn.
  • Cooldown: 2.

This is a priority move that doesn’t do damage but increases your survivability. It increases your speed and gives you a 100% chance to dodge all damage for 2 attacks (if it’s not a precise attack). It also buffs your attack for 2 turns. As a priority move, you should use it to gain speed advantage over your opponent before you use a big attack.

SWIFT WOUNDING SWAP IN

  • Target highest speed: attack 1x, bypassing dodge. Increase speed 25% 2 attacks, 1 turn. DoT .15x target’s max HP, 2 turns.
  • Self: Unable to Swap 2 turns.

We have swap in DOT and swap in attacking moves, but this not only combines both, it also increases speed. This could be especially useful to swap in on an opponent, gain speed advantage, and hit them before they can hit you. The way the DOT mechanic works means they’ll lose HP before you even have to hit them.

BRISTLING STUN

  • Priority.
  • Target highest damage opponent: remove attack and critical increases.
  • Reduce damage 75% 4 attacks, 2 turns and critical chance 100% 4 attacks, 2 turns. 100% chance to
  • stun 1 turn.
  • Self: Cleanse.
  • Cooldown: 2.

This priority move will stun, distract, nullify, and buff your own critical chances to 100% for the next 2 turns. It also cleanses any negative effects you might have on you. It is a direct counter to any fierce creature that doesn’t have a big stun resistance.

SWAP IN CUNNING IMPACT

  • Remove damage and critical increases. Reduce damage 50% and Critical chance 100% 2 attacks, 1 turn.
  • Self: Unable to Swap 2 turns.

While the description does not specify any attack, we anticipate that it will do 1.5x damage. It is a swap in cunning move that distracts and removes critical chances

SWAP IN DISARMING STRIKE

  • Reduce armor 100 5 attacks, 3 turns. Attack 1x.
  • Self: Unable to Swap 2 turns.

Another armor reducing move, this move will remove any armor your opponent has for 5 attacks and 3 turns. It also attacks 1x on the swap in. The 5 attack and 3 turn is new but we believe it’s to allow for the swap in part of the move to account for one of the “turns”

COUNTER FEROCITY

  • Self: increase damage 20% 4 attacks, 2 turns.

A non-attacking counter move that will increase your damage by 20%.

FEROCITY ON ESCAPE

  • Self: increase damage 50% 4 attacks, 2 turns.

When your opponent swaps out, they will trigger this move, giving you a 50% damage increase for 4 attacks. This isn’t an especially useful on escape simply because it doesn’t protect you from a swap in move, but it might help in some situations.

BELLOWING IMPACT

  • Attack 1.5x. Decrease speed 50% 4 attacks, 2 turns.
  • Self: increase shield 50% 4 attacks, 2 turns. Taunt 1 turn.

A much better version of Bellow, this will slow your opponent, put up a shield, and also attack 1.5 times.

DISARMING COUNTER STRIKE

  • Attack 1x. Reduce armor 25% 2 attacks, 2 turns.

This counter move not only attacks 1x, but also reduces armor 25%. This will allow your second counter attack to hit harder then the first if your opponent has an armored creature.

TAUNTING DEFENSE

  • Priority.
  • Self: Increase Shields and Armor 50% 4 attacks, 2 turns. Taunt.
  • Cooldown: 2.

This priority move not only puts up a shield, it also increases your armor by 50% for 2 turns. This could be especially useful against cunning creatures.

DISARMING IMPACT AND RUN

  • Target highest HP: attack 1.5x. Reduce armor 30% 4 attacks, 2 turns.
  • Self: automatic Swap.
  • Cooldown: 1. Delay: 1.

This isn’t your standard Impact and Run move. On your way out, you reduce your opponent’s armor by 30% for 2 turns. This could allow for a non-traditional creature to possibly come in and counter an armored creature.

DISARMING STRIKE

  • Target lowest HP: attack 1x. Reduce armor 50% 2 attacks, 1 turn.

A strike move that will also reduce armor by 50%. It doesn’t have a cooldown or delay so you can constantly keep your opponent’s armor stat down with this move.

SWAP IN ARMORED WOUND

  • DoT .25x target’s max HP, 2 turns.
  • Self: Increase Armor 50% 4 attacks, 2 turns. Unable to Swap 2 turns

This swap in move will apply 25% DOT to your opponent while increasing your own armor by 50%. Could be useful against some of the higher HP resilient creatures that already struggle with armor.

Parting Words

Armor increases and reductions will be a very interesting addition to the game and may help some non-armor piercers gain a little more relevance. We're excited to see these moves in action, although they are once again getting more and more complicated with each new update. What do you about the new moves? Join our Discord server and let us know!

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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.