[Patch Note] Version 19.4 update with Nail orbs and new Awakenings!

Big thanks to fether who typed it up on time, and I have been just too busy IRL to even do news.

He nailed it.

GungHo (Belial) collab is returning too, I’ll have the post up when I’m a bit less tired. Apologies as I’m trying to get my life back on track again.

8-Player Mode (8PvPvE)!

  • Join the battle and accumulate BP.
  • Associate achievements will be added.
  • Rewards include Rainbow Medal, 10 Magic stones, and Title 戦王 (War King).

New Orb Effect: Nail Orb

The nail orb we heard from Jujutsu Kaisen Collab teasers!

  • Clearing each Nail Orb will deal additional damage of 1% max HP of the enemy per Nail Orb matched.
  • Damage is dealt after your normal attack.
  • Monsters that enable this skills will be slowly added in the future.

New Awoken Skills!

As we know from Jujutsu Kaisen Collab teasers!

New Awoken Skills
3-Color ATK Enhance【3色攻撃強化】
ATK increases when matching 3+ colors at once
※ATK multiplier = 2.5x
4-Color ATK Enhance【4色攻撃強化】
ATK increases when matching 4+ colors at once
※ATK multiplier = 3.5x
5-Color ATK Enhance【5色攻撃強化】
ATK increases when matching 5 colors at once
※ATK multiplier = 4.5x

Buff for Two-Pronged Attack Awakening

Multiplier raised from 1.5 to 1.7.

User Interface changes

The “information” button on the top right is changed to “WEB”, which directs you the official monster search, guerrilla schedule, news etc.

Monster search now support searching for Skills and Monster Name simultaneously. (yes thanks god)

Added “No attribute filters” in the official monster search.

Other changes

  • Added a button to re-enable PAD pass in any case it isn’t updated.
  • Bug fixes and small brush-ups as per usual.

12 Replies to “[Patch Note] Version 19.4 update with Nail orbs and new Awakenings!”

  1. The GH collab again?
    The Simpsons “Stop, He’s already dead” meme comes to mind.
    I mean, yeah the collab has some nice stuff but I myself would prefer to see some older collabs return with modern buffs. YuYu Hakusho comes to mind when it comes to needing buffs.

    1. And thats why I exchanged for 3 Kio even though it meant I couldn’t get Valeria. I am full of Hopium that Yusuke can lead them someday. Its just a risky investment that could payoff.
      Something I’m not hopeful for is 8 player mode in NA. I cant even get a lobby for 3pa2 these days.

  2. That TPA buff is (once again) disappointing. Damage was never really a problem of TPA-oriented monsters/teams. Instead GH should’ve added at least an additional combo mechanic like they did with crosses or any solution to solve the VDP problem other than carrying around a VDP-AS. As it is right now TPAs are once again doomed to be just some small bonus damage on certain monsters and the occasional unmatchable orb clear

    1. Those VDP actives also dont last long enough to kill monsters. Dyer gives you 1 turn and theres plenty mobs who take more than 1 turn of pierce damage to kill. Akine gives 2 turns but her cooldown is ridiculous because of those rainbow charges. Ever notice how active skills like rikuus would just be on a 7 or 8 turn cooldown or VAkine would have half the cooldown but because of the rainbow charge they increase the cooldown? if they are balancing the cooldown around rainbow charge then the awakening is a waste of a slot in the first place AND it makes it so the card is only effective on rainbow teams.
      We just have to accept that TPA isn’t going to be fixed. Its like skill lock resist where I know all my cards are gonna have it but it will never be useful since whenever a dungeon wants to skill lock me it will use awaken bind first then get guaranteed skill lock.

    2. Because how easier to activate TPA than the other mechanic, it’s reasonable they can’t buff it too much

      I think its quite a huge buff in damage. Tried calculating it, with the new buff, 4 TPA now is on par with 3 7c in damage.

      Super revo haku can have 9 TPA total from super awakening + 2 tpa equip = 1.7 * 9 = 118x
      Very huge jump from 1,5 * 9 = 38x

      1. but my captain marvel team damage cap with 4 cards with just 2 light combos. more damage isn’t useful. utility in short active skills with multiple effects, utility in awokens and latents, and a tanky leaderskill is the current meta.
        also, the complaint anon made was that it takes too much room to be TPA focused. anon even said damage was never a problem. You even made a point against yourself and TPA by saying 4 TPA is comparable to 3 7c. That awoken slot that the 4th TPA takes could have been a takoyaki or SB.

  3. is anyone else unable to redeem google play points for magic stones now? it disappeared in the play store for me.

        1. For awhile Google Play Store was having difficulty registering gift cards. I bought one off Amazon since my Amazon card has better rewards than my bank but it kept giving me the “have to use in country purchased” error. Finally let me use my card this morning.

  4. The TPA buff is going to add a lot of options to teams people otherwise wouldn’t have run. There are a few subs with good actives that were being benched because they didn’t do enough damage, mainly the ones with 7c/10c already like Ea, HSonia Gran, VAkine, etc. Tons of pantheon cards also have TPAs. The double TPA assists are also now semi competitive with the cross ones as they almost triple the damage a card can do. It’s minor for sure but it’s really good for people that don’t have the latest and greatest.

    1. cross also gets rid of super blind skyfall without needing to take up 6 latent slots. its not on par at all. A month from now you will forget TPA got a buff at all, retire sonia gran back to the box after her novelty wears, and go right back to using subs without TPA that have more utility awakens.

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