LATEST AWAKENING UPDATE: VER.22.6
(orange +) in awakening means 2x of its counterpart
AWAKENINGS BELOW = SINGLE UNIT DAMAGE BUFF
SHAPES
(multiplier is applied to UNIT ATK per shape match)
= 1.7x
= 2.89x
= 2.2x
= 4.48x
= 3x
= 9x
= 3.5x
= 12.25x
= 8x enhanced
= 12x
GLOBAL
(multiplier is applied to UNIT TOTAL ATK at the end of the combo count)
= 2x or
at 14c = 2.5x
= 4x or
at 14c = 6.25x
= 5x
= 25x
= 2.5x
= 6.25x
= 4x
= 16x
= 5x
= 25x
= 3x 1 limit
= 4x 1 limit
= 2x
= 4x
= 2.5x
= 2.5x
= 2x
= 2x
3x
DUNGEON PASSIVE
(multiplier is applied to self if conditions are met and lasts the until the dungeon is over – prone to Awoken Bind)
= 20x ATK in Supergravity dungeons
= 5x ATK in
dungeons
= 5x ATK in
dungeons
= +0.5x (initial) stats on every 5th floor
= 1.2x stats on every part break
= 1.25x stats
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
= (5x ATK & 1.2x Cap against Type)
Does not further increase value of [increase damage cap to x active skill] OR [increase from latent Lv111+ effect].
![]()
![]()
![]()
![]()
![]()
![]()
![]()
(latent) = (2x vs type)
![]()
![]()
![]()
![]()
= 15% (overwrites subattribute)
AWAKENINGS BELOW = TEAM INFLUENCED DAMAGE BUFF
Can receive benefit despite not having awakening just by being same color.
![]()
![]()
![]()
![]()
= [+20% color enhanced orb sky fall] &
(1 + 0.06*enhanced orb matched) x (1 + 0.07*per awakening on team)
Increased damage applies to each specific [match] that has enhanced orbs, in the same fashion shapes activation works.![]()
![]()
![]()
![]()
= [+40% color enhanced orb sky fall] &
+12% damage of that match [per eOrb] x (+14% per awakening on team [a fixed number])




~20% damage increase per awakening on team (1 row match)
x ( 1 + [20% x [rows matched] x [awakening on team]] )
if matching 2x rows, you can treat the turn as if you had 2x the amount of row awakenings
(rows must be disconnected for them to +1 to [rows matched] value)![]()
![]()
![]()
![]()
= +20% rows match x awakening




~60% damage increase per awakening on team (1 row match)
x ( 1 + [60% x [rows matched] x [awakening on team]] )
if matching 3x rows, you can treat the turn as if you had 3x the amount of row awakenings
(rows must be disconnected for them to +1 to [rows matched] value)![]()
![]()
![]()
![]()
= +60% rows match x awakening




~15% damage increase per awakening on team (2 same color matches)
x ( 1 + [15% x [extra combos] x [awakening on team]] )
if i match 4 blue combos, then [extra combos] is 3
Weaker than 1 row, but scales faster with less orb hunger.![]()
![]()
![]()
![]()
= +15% extra combos x awakening




~30% damage increase per awakening on team (2 same color matches)
x ( 1 + [30% x [extra combos] x [awakening on team]] )
if i match 3 red combos, then [extra combos] is 2
Weaker than 1 row, but scales faster with less orb hunger.![]()
![]()
![]()
![]()
= +30% extra combos x awakening
Rows vs Tako
Ex. You have 7 awakenings, on your team: either all
(20% Row) or
(15% Tako).
The scenarios below play out depending on how many orbs you have on your board:
3 orbs = can make 0 Row or make 0 Tako
6 orbs = 1 Row 140% vs 1 Tako 105%
9 orbs = 1 Row 140% vs 2 Takos 210%
12 orbs = 2 Rows 280% vs 3 Takos 315%
15 orbs = 2 Rows 280% vs 4 Takos 420%
18 orbs = 3 Rows 420% vs 5 Takos 525%*
*Can’t get 5 Tako activation on 6×5 (requires 6 match of same color and will overflow unless 7×6)
What we learn is [normal Tako] is more favorable than [normal row] when we have 9 or more [our color] orbs.
Note that the upgraded version of Rows is x3, while for Tako is x2.
Repeat the same exercise (7 awakenings) but: either all
(60% Row) or
(30% Tako).
3 orbs = can make 0 Row or make 0 Tako
6 orbs = 1 Row 420% vs 1 Tako 210%
9 orbs = 1 Row 420% vs 2 Takos 420%
12 orbs = 2 Rows 840% vs 3 Takos 630%
15 orbs = 2 Rows 840% vs 4 Takos 840%
18 orbs = 3 Rows 1260% vs 5 Takos 1050%
Stacking [Rows x3] is more favorable than stacking [Takos+]
Other Awakenings (Utility + Stats)
AWAKENINGS BELOW = UTILITY
Add the awakenings [from this unit] to target when used as an assist
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Add [type] to target when used as an assist
(On entry) team’s active skills charged by [+1]
[+2]
[-1]
+20% eHeart Skyfall & +5% RCV per matched eHeart & x1.5 RCV for [Heart TPA]
[x2]
+5%Team HP
+20% Team RCV
x1.5 HP/ATK/RCV Stats [only in multiplayer]
x1.5 HP/ATK/RCV Stats
+0.5 HP/ATK/RCV Initial Stats [on every 5th Fl]
+10% Part Drop Rate
x1.2 HP/ATK/RCV Stats [on every part break]
+20% Resist
[vs 

]
x2 HP/RCV & x5 ATK Stat [only in
]
x2 HP/RCV Stats x5 ATK Stat [only in
]
+10% HP/ATK/RCV Stats [immune to awoken binds]
+500 HP
+100 ATK
+200 RCV
-2500 HP
-1000 ATK
-2000 RCV
+50% unit bind resist
100% unit bind resist
+20% skill bind resist
+20% Blind/Darken resist
100% 
resist
+20% Jammer/Bomb resist
100% 
resist
+20% Poison/MortalPoison resist
100% 
resist
100% Cloud resist
100% Tape resist
+0.5s Move time
+1.0s Move time
+1000 HP Recovered for turn matching [anything]
+2000
Ignore enemy defense for turn matching [all 5 colors]
+1 skill charge for unit for turn matching [all 5 colors]
+2
![]()
![]()
![]()
![]()
+7.0% [color] damage reduction
-3 Bind status all units for turn matching [heart row][immune to awoken binds]
-6
+5% shield & 3x ATK for turn matching L-Heal
500,000 true follow up attack & 20% shield for turn matching [column heart]
10,000,000 true follow up attack & 4x ATK & 50% shield for turn matching [3×3 heart]
+1 combo [Max 4] & +1 combo orb drop in skyfall [Max 8] for turn matching [10+ orbs same color]
+2.0% [Rank XP + Monster XP + egg drop rate] [Added after Leader Skill bonus]
Latent Awakenings
LATENT AWAKENINGS (primary) – Damage+Utility
[All cost 6 slots]
(Condition)
[DMG Cap bonus at Lv111+]
Damage Cap x4
(Has to be Lv 111+)
[4.0x]
Damage Cap x8
Only for 1 color units [on sub attribute].
(Has to be Lv 111+)
[8.0x]
Void Swapping unit [Resist]
[2x]
Assist Void [Recovery]
[-1][-2] void assist turns per awakening below![]()
![]()
(Must have & activate awakening)
[2x]
Jammer skyfall [Resist]
[2x]
Poison skyfall [Resist]
[2x]
Void Damage [Piercer]
(Match all 5 colors and heal)
[2x]
Void Attribute Absorb [Piercer]
(Match 2 colors or more)
[2x]
Damage Absorb [Piercer]
(Must have & activate awakening)
[2x]
Roulette [Recovery]
[-5][-10] spinner turns per awakening below![]()
![]()
(Must have & activate awakening)
[2x]
Unmatch [Recovery]
[-1][-2] turn per awakening below![]()
![]()
(Must have & activate awakening)
[2x]
Cloud+Tape [Recovery]
[-5] cloud/tape turns per awakening below![]()
(Must have & activate awakening)
[2x]
LATENT AWAKENINGS – Unit Stat Buffs (Additive)
[Cost 1]
[Cost 2]
[Cost 2]
+1.5% HP
+4.5% HP
+10% HP
+1% ATK
+3% ATK
+8% ATK
+10% RCV
+30% RCV
+35% RCV
+3%HP/2%ATK/20%RCV
Stat math
Start off with the unit’s base stats.
This is the math priority (and their colors when viewing).
1. BASE STAT > 2. LATENTS + AWAKENINGS > 3. PLUSSES
Latents stack addictively not multiplicatively.
This means each latent provides a theoretical flat value per feed (to that unit).
(Having an additional ATK++ latent does not increase the value of the previous one)
Example:
A Blue Aten at Lv120 has the base stat 6532 HP
With 1
= Add [10% of 6532] = +653 = 7185 HP
With 2 = Add same [10% of 6532] = +653 = 7838 HP
After plusses you would get 8828 HP
LATENT AWAKENINGS – Others
[Cost 1]



+1.0% [color] damage reduction
[Cost 2]



+2.5% [color] damage reduction
[Cost 1]
+0.05s move time
[Cost 2]
+0.12s move time
15% RCV auto-heal
ㅤ
Official updates at
https://www.puzzleanddragons.us/news

Leave a comment