Explorers! Patch Notes for Update 2.13 are here and as always, we have all the coverage on everything. This update does not have a special name, but that doesn’t mean there’s nothing special about it. We have the info on that as well as other new features summed up for you here. This is what we have to look forward to this update.
It seems like they are sticking with the theme of creating a list of new moves to go with new creatures that are released. And like many new moves, most of these are a novel to read. We’ll try and break them down as best as possible.
Swap in Abilities
SHATTERING SWAP IN WOUND
Target highest HP: remove Shields. DoT 20% of target’s max HP, 3 turns.
Even though this move doesn’t do any actual damage, it’ll still take some HP off the creature you are swapping in on. And it also removes any shields. This is a high risk swap in move, however, because you don’t have any protection from an incoming attack. The creature getting it is the new Albertospinos and it has “No Escape” so you can be strategic when you swap it in.
SHIELDED ALERT STUN
Target highest damage: 33% chance to Stun 1 turn.
Self: Shields 100% 2 attacks, 1 turn. Unable to Swap, 2 turns.
Target highest damage: 100% chance to Stun 1 turn.
Self: Shields 50% 2 attacks, 1 turn. Unable to Swap, 2 turns.
This is a swap in move that is pretty good protection for the new Apex. Especially in the threatened state.
When secure it has a 33% chance to stun the opponent while throwing up a 100% shield for 2 attacks.
When threatened it has a 100% chance to stun but only shiels for 50% for 2 attacks
This could allow Ankylos Lux to safely swap in especially on an opponent that isn’t immune to Stuns
MINIMAL CRITICAL COUNTER
Self: increase Critical Hit chance 5%. 3 attacks, 3 turns.
This seems like a simple move, but make sure you pay attention to the creatures that have it. They will have a higher chance to hit you with a critical hit so keep that in mind when you are calculating your survival chances. This move also stacks so it increases the critical chance every time.
Team: increase damage 10%, 2 attacks, 2 turns.
This is like minimal critical counter except increases by 10% and is active for 2 attacks and 2 turns. This move also stacks so it increases the critical chance every time.
On Escape Abilities
FEROCIOUS SHIELD ON ESCAPE
Self: when opponent Swaps, Cleanse. 100% Shields 2 attack, 1 turn. Increase damage 50% 2
attacks, 2 turns.
Shielded on escape moves historically aren’t usually that strong, but the addition of the damage increase could be helpful on this one. It also cleanses so you won’t be able to swoop out bleed. Basically an improved version of On Escape Dust Cloud.
GROUP INVINCIBILITY ON ESCAPE
Self: when opponent Swaps, 100% Shields 2 attacks, 1 turn.
If you plan on swapping out of Ankylos Lux, you will need to make sure and swap in a shield breaking creature since it’ll have a 100% shield after you swap out.
(INSTANT) DEFENSE SHATTERING WOUND
Target lowest HP: remove Shields and Taunt. Attack 1x, bypassing Armor. DoT 20% of target’s max HP, 3 turns.
A bleed move that also attack 1x and breaks shields. Even if you can distract 1x hit, you are still going to have 20% of your HP bled away.
NOTE: There is conflicting information in the Patch Notes, with one time mentioning Defense Shattering Wound, and the other mentioning Instant Defense Shattering Wound. We have no clue which one is right, so we will have to see which one is correct when the update hits.
PRECISE DISTRACTING IMPACT
Target lowest HP: Precise attack 1.5x. Reduce damage 50% 2 attacks, 1 turn.
Pretty simple move. A precise attack with an added distraction component. This move will be feature on the new Troodoboa.
GROUP CUNNING RAMPAGE
Self: Cleanse DoT.
Target all opponents: remove damage increase and Critical Hit increase. Reduce damage 50%, and reduce Critical Hit chance 100% 2 attacks, 1 turn. Attack 2x.
Cooldown: 1. Delay: 2.
If this works as intended, this sounds like a flock killer. This move will be feature on the new Troodonboa, which is shaping up to be even more of a flock counter then one of its parents, Majundaboa. Rampage should hit all opponents and will bypass any absorb abilities that flocks have.
Lowest HP Teammate: Cleanse. Heal 2x. Increase speed 30%, 2 turns.
This will be a great move for raids. It’ll be featured on the new Fukuisaurus and Fukuimimus (both of which look like they’ll be mostly raid creatures). Heal 2x, speed up, and cleanse the lowest HP teammate.
Team: Cleanse. Heal 1.5x.
Self: 100% chance to Dodge 66.7% of damage 2 attacks, this turn.
Another raid move that is a priority. This sounds like an upgrade to the Emergency Heal we have in game as it also has a dodge component to it and it cleanses the entire team.
GROUP RESILIENT IMPACT
Self: Cleanse reduced damage.
Target all opponents: remove Cloak, Dodge and speed increase. Attack 1.5x. Vulnerable 1
attack, 2 turns.
This should act as a group move meaning it will hit all targets and bypass any absorb abilities of flocks. It's a move we desperately needed considering how all Flocks have either a Distraction or Dodge ability.
Self: Cleanse reduced damage.
Target all opponents: remove Cloak, Dodge and speed increase. Vulnerable 1 attack, 2 turns. Attack 1.5x. Team: 50% Shields 2 attacks, 2 turns.
This was the new move that was teased. It’s a group move and it removes cloak and dodge, increases speed, makes your opponent vulnerable, shields, and attacks 1.5x. It doesn’t have a delay so this looks like a pretty strong move for the new Apex, esp since it also has a counter attack.
RESILIENT SHIELDED RAMPAGE AND RUN
Self: Cleanse reduced damage. Shields 50%, 1 attack, 1 turn. Automatic Swap.
Target highest speed: remove Cloak, Dodge and speed increase. Attack 2x. Vulnerable, 1 attack, 2 turns.
Cooldown: 2. Delay: 1.
Another move for the new Apex that does a little bit of everything. It removes cloak and dodge, increases speed, makes the opponent vulnerable and attacks 2x while automatically swapping out. It also puts up a shield. While this might seem silly with a swap out move, it can protect the creature from a non-shield breaking counter attack or you can even use it when you are locked in and can’t run and protect yourself from dying before getting your own couter attack off. Very strong move with a lot of possibilities.
SHIELDED ALERT STRIKE
While Secure. Self: Target highest speed: reduce speed 50%, 3 turns. Precise attack 1x.
Self: Shields 50% 4 attacks, 1 turn.
While Threatened. Self: Priority. Target highest speed: reduce speed 50%, 2 turns. Precise attack 1x.
Self: Shields 50% 4 attacks, 1 turn.
This is another secure and threatened move so it depends on your HP on what it does.
When you have enough HP (secure), this move will precise attack 1x, shield for 4 attacks and 1 turn, and will also slow the opponent for 3 turns.
When threatened, it does the same thing except it only reduces speed for 2 turns.
It seems like this move is better used while Secure to make sure you can decelerate your opponent for longer.
GROUP CLEANSING FATAL STRIKE
Team: Cleanse. Increase damage 50% 6 attacks, 3 turns.
Target lowest HP: attack 1x.
Another group move that will increase damage for 6 attacks and attack 1x. This is especially good on Ankylos Lux because it has a counterattack. So this will allow an increase on the counter attack for 3 turns in addition to any other moves it makes.
Those are all the new abilities added into JWA in Patch 2.13. What do you think of them? Do some seem overpowered to you? Let us know in our Discord server!