Gungho progresses the Meta by releasing
new dungeons w/ new mechanics or
new monsters w/ new awakenings or active skills.
At the beginning, we only relied on multipliers from Leader Skills (LS) as the key measure in rating a team, which was why Anubis
remained a beloved top tier lead for a months even though his activation was mediocre (required active skill activation). His personal 30x outshined any other of the 12x-15x lead at the time.
Then came
, which was and still is (x2 self) multiplicative multiplier to that specific unit’s damage. We had chase cards like Zela
, which was one for the first ![]()
![]()
unit (x8 self), however at the time most wood teams were row oriented and we didn’t need to reach higher damage yet for the content that was out.
Shortly after was the release of
which is a (x5 self), however there were issues reaching 10c without a perfect board as no leaders had the [+combo] clause in their LS yet.
Gungho likes to do: New dungeon release into new chase card that happens to handle that mechanic (PTSD @Fujin /Raijin release).
This is how the egg machine has kept relevancy, with newer chases covering more mechanics or having lower CD.
-time skip-
Now we are at the day and age where we have a
equip, a ![]()
equip, and over 250 ![]()
![]()
units (x125 self). Released recently was
, which is essentially a (x4 self). Average LS are (x20–x50 for team) range now, making it no issue to reach damage cap.
Mechanics like VDP / Damage absorb can now be covered through [plentiful] active skills, meaning now you can focus strictly damage instead of making a box or combo orb match.
At last you think you have the perfect team that covers all the hazards and can pump out max damage all the time.
You think ah you finally beat the game.
And then comes supergravity dungeons.
(Nerfs your damage from 100% -> 2/1/0.5/0.4%)

Yup, and the new
alleviates it (but not completely, only 20x ATK salvaged after gravity)
(and all the new dungeons are supergravity and strong chase cards have it)
Leader tier lists don’t really matter anymore because they used to revolve around the factors
1) High damage
2) Easiness to activate LS
3) Shields / Other utility
A meta team now can be overshadowed by any new mechanic or random dungeon restriction
like Alt. Newest Arena 2 [skill +1] or Newest Arena 3 [x3 stats for 5 stars and below units]
or even better, the real example of Some Supergravity Arena [x20 attack for cards with
].
We may even get Levitate+ later on.
Point #2: damage was never an issue.
Remember when we thought that we couldn’t deal more than 2.147b damage due to a [coding limitation] with how the game was designed?
Well, regardless of if it that was really the case or not, we already have confirmation that PAD has shifted to 64-bit.
Obligatory image

Have you ever damage capped on a 3rd attribute?
If you did 2.14b at with 5% damage from 3rd attribute, then at 100% you did from your main color would technically be at least [5% x 20] = 42.92b damage without damage cap BS without even considering the 2nd color yet.
This foreshadows a meta with the newest units just having a higher number in the active for increasing damage cap along with the awakenings/LS to suffice.
What will happen when a unit is released with an active like [cap increased to 18b] with 2 colors?
In any case, as we progress to higher [increase cap actives] with new releases,
the lower the demand for x2/x3 damage cap units, making room for utility latent once again.
The end.
Thx for coming to my Ted Talk ๐

Leave a comment