DIRECTORY
AWAKENINGS

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UN3
UN4
UN5
AUN1
AUN2
AUN3
AUN4
AUN5
AUN6
SN1
SN2
SN3
SN4
SN5
SN6
UNR
AUNR
GA1

Awakenings

May 19, 2025

·

Info / Data

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

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