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JWA Patch Notes 2.9: New Abilities!

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Introduction

Explorers! Patch Notes for Update 2.9 are here and as always we have all the coverage on everything. Almost every time a new creature gets added, there will be some new moves. In 2.9, there are a LOT of new abilities added, some even crazier than others. In this article, we will be going over each new ability and see what they do! Let’s get right into it.

New Attacks

Cautious Rampage

Self: increase speed 10%, lasting 1 turn. 75% chance to Dodge 66.7% of damage for 1 attack, lasting 1 turn.
Target highest damage: attack 2x, bypassing Armor/Dodge (Check this with regular notes!!!). Reduce damage 50% for 4 attacks, lasting 2 turns.
Cooldown: 2. Delay: 1.

When Gorgotrebax was released and we saw we’d be getting a Cautious Impact, it was just a waiting game for Cautious Rampage to be added. It does everything Cautious Strike and Impact do, but it does 2x damage. It follows the trend of other special non-Class-type Rampages, having 1 turn Delay and 2 turns of Cooldown. It apparently also bypasses Armor this time, but we are assuming that this is a mistake on Ludia’s end, as usually Cautious attacks bypass Dodge. If Ludia addresses this, we will fix this article accordingly.

Cleansing Decelerating Impact

Self: Cleanse.
Target highest speed: attack 1.5x. Reduce speed 50%, lasting 2 turns.
Cooldown: 2

This is basically Decelerating Impact but with a Cleansing ability on top of it. This move is going to be one of the best Decelerating moves in the game, if not the best. Having the ability to just Cleanse all your negative effects while still Decelerating the opponent for 2 turns AND doing 1.5x damage on top of that is looking very strong.

Delayed Cunning Rampage

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

Right off the bat, we are not a fan of more Delayed moves being added. They are just an outright nerf to the creatures receiving it, and there is usually no benefit for this. Delayed Cunning Rampage is the same as Cunning Rampage, but it has 1 turn extra of Cooldown, meaning it falls more in line with the non-Class-type Rampages like Cautious Rampage and Distracting Rampage. Overall, we are not a fan of this new move, and we do not think that Ludia should continue with adding Delayed moves.

Evasive Wounding Strike

Self: 50% chance to Dodge 66.7% of damage for 4 attacks, lasting 2 turns.
Target highest damage: attack 1x. DoT 0.2x of target’s max HP, lasting 2 turns.
Cooldown: 2

Evasive Wounding Strike looks to be a good move. 2 turns of Evasiveness, although 50% is still good, allowing the user to potentially Dodge big hits. The added bonus of a 1x attack and the 0.2x DoT for two turns, giving the opponent a total of 0.4x DoT on their Max HP over the course of two turns is also a very good thing. The Cooldown of 2 seems fair on this, as it would be a very powerful move if this could just be used every other turn.

Precise Impact and Run

Self: Automatic Swap.
Target lowest HP: precise attack 1.5x.
Cooldown: 1. Delay: 1

Impact and Run but Precise. Easy as it is. No shocking effects, but just an overall improved version of Impact and Run.

Instant Group Distraction Impact

Priority.
Target all opponents: reduce damage 50% for 2 attacks, lasting 1 turn. Attack 1.5x.
Cooldown: 2. Delay: 1.

This move is just ridiculous. You target all other opponents with a Distracting Impact, but it’s also a Priority move. We’re glad that this move has a Delay and a good Cooldown, otherwise this move would just be too broken to have in JWA. It’ll be great for Raids though, especially seeing as the creature receiving this change is Skoonasaurus, one of the most powerful creatures in the game!

Revenge Definite Rampage

Target opponent with most positive effects: remove Cloak, Dodge and Shields. Attack 2x bypassing Armor.
Cooldown: 2. Delay:1.
Revenge: Target opponent with most positive effects: remove Cloak, Dodge, and Shields. Attack 2x, bypassing Armor.
Cooldown: 2

Definite Rampage, but if a creature has been KO-ed on your team the turn before, you can use it right away. This is in line with Revenge Shattering Rampage or Revenge Cunning Rampage, and we’re excited to see this move-in action. The cooldown of 2 should make sure that it won’t be truly broken, as the user has to wait a few turns to use Definite Rampage again

New Alert Moves

Alert Buff and Strike

While Secure:
Self: Cleanse speed decrease and Critical Hit decrease. Increase Critical Hit chance 25% for 2 attacks, lasting 3 turns.
Target lowest HP: attack 1x.
While Threatened:
Self: Cleanse speed decrease and Critical decrease. Increase Critical Hit chance 35% for 2 attacks, lasting 3 turns.
Target lowest HP: attack 1x

This seems like a powerful basic attack, allowing the user to buff their own Critical Hit chance as well as Cleansing Deceleration and Critical Hit decreases. While Threatened the Critical Hit increase becomes even bigger, so you’ll have to be careful to drop this creature’s Health too low!

Alert Roost

While Secure:
Self: 75% chance to Dodge 66.7% of damage for 2 attacks, lasting 2 turns. Increase Critical Hit chance 100% for 2 attacks, lasting 2 turns.
While Threatened:
Self: 100% chance to Dodge 66.7% of damage for 2 attacks, lasting 2 turns. Increase Critical Hit chance 50% for 2 attacks, lasting 2 turns

This looks like one of the best set-up moves in the game. Dodge and Critical Hit increase are great for both defence and offense. While secure you do a guaranteed Critical Hit next turn and the turn after, while when Threatened you Dodge 100% of the time. The other effect also kicks in, but with a weaker rate. A good set up move, allowing the user to stay healthy and dish out good damage.

Fearless Alert

While Secure:
Self: Cleanse. Increase speed 10%, lasting 2 turns. 75% chance to Dodge 66.7% of damage for 2 attacks, lasting 2 turns.
Target all opponents: reduce damage 50% for 2 attacks, lasting 2 turns. Attack 1x.
Cooldown: 2.
While Threatened:
Self: Cleanse. Increase speed 10%, lasting 2 turns. 100% chance to Dodge 66.7% of damage for 2 attacks, lasting 2 turns. Rally Heal 33.4%.
Target all opponents: attack 1x.
Cooldown: 2.

This move does a lot. It’s basically Fearless Flap but with an Alert state. When Secure, this is Fearless Flap. But when Threatened, this move foregoes its Distraction ability to guarantee a Dodge of 66.7% AND Rally Heal 33.4%, allowing you to revive a Flock member! This is a very powerful move to have for Flocks, as Fearless Flap is also a Group attack, attacking all opponents!

Counterattacks, Swap-Ins and On Escape Abilities

Counter Power Heal

This move is showing as a new move on Testacornibus, but we didn’t see a move description on it. We assume it’s a healing counter but we aren’t sure of exact percentages or any other information on it. It looks promising though!
 

Alert On Escape Evasion

While Secure:
Self: when opponent Swaps, 100% chance to Dodge 66.7% of damage for 2 attacks, lasting 1 turn.
While Threatened:
Self: when opponent Swaps, Rally Heal 33.4%. 100% chance to Dodge 66.7% of damage for 4 attacks, lasting 2 turns.

This powerful move lets the user Dodge all incoming attacks when the opponent swaps out, allowing it to be an expert at surviving Swap-In attacks! When Threatened, this also Rally Heals 33.4%, reviving another Flock member AND Dodge more hits! A very powerful passive ability to have, and Archaeopteryx is going to love using it against swapping teams!

Parting Words

It seems like abilities in the game continue to grow and have more things going on for every turn. What do you think about the new abilities and are you excited to use them? Let us know!

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About the Author(s)

University student and scouts leader with a love for dinosaurs and Italian cuisine. Quetzorion=Tyrant. Change my mind.