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Changelog

What's new

Every update, version by version. Event news and smaller announcements are in the news.

1.3.4

Update 1.3.4 · Every stand has a trick

🧱 PvE is a wall now

PvE is meant to be learned, not out-levelled. A maxed team that ignores types, synergies and its enemies' tricks will hit walls.

  • Tougher enemies: +25% health and damage in every PvE mode.
  • Smart from the start: enemies pick their targets carefully from the 4th story stage on (only the first three stages stay gentle).
  • Level sync: in the story, Alternate Universe, Carry Me, Over Heaven, Requiem, Heaven's Gate, Mirror World and gang raids, a stand more than 10 levels above the enemies fights as if it were 10 levels above them. Stars, items, chips, types and synergies still count in full.
  • No more easing: 1.3.3 eased each story part to stay where it was with the new crews; that's gone.
  • Know your matchups: on the same mid-story stages, a team built on the type that beats the enemies won 82 of 140 test fights; the same strength on the type they beat won 1.

🔺 Type matchups: a bigger edge, and the wheel

  • In PvE the edge is now ±50% (it was ±40%): +50% damage against a type you beat, −50% against the one that beats you. Duels stay at ±15%.
  • Each stand page shows its matchups as chips (strong vs, weak vs, and the damage), with a type wheel that lights up that stand's matchups. The combat wiki has the full wheel.

✦ Passives for every rarity

  • Every LR, UR, SR and R, and 25 SSRs, now have a passive: an always-on ability, with nothing to charge, that works on your team and on the enemy's. Bohemian Rhapsody copies one, Whitesnake can steal one.
  • The stand page shows each stand's passive, and the wiki's Passive explorer lists them all by rarity, with a search.
  • Fix: a Heaven's Gate fight that ended during stopped time now lets time move again on screen.

Passive explorer

🧭 Quality of life

  • Your first 10-pull has no duplicates: ten different stands. The first-pull card lists every open banner, so you pick the part you want.
  • Dots where something waits: the menu now marks a daily reward ready to claim, finished Stand Dex sets and stands back from the Crusaders' Journey, on top of quest rewards.
  • "◂ Continue here": the menu points at the next thing left to do, one at a time: today's daily modes first (Who's that Stand, the puzzle, Mirror World, the dungeon), then the story, then this week's tower and boss rush.
  • Auto from level 50: an Auto button in PvE fights (story, Adventure modes, Mirror World, tower, dungeon, boss rush and more) lets your team play the rest of the fight on its own.
  • Welcome back: away 3 days or more? An Arrowhead and 60 energy wait on the home page when you return.
  • First-week missions: new accounts get seven missions on the Quests page, one more each day, the last one an SSR of your choice.
  • Daily reward push: with notifications on, your phone tells you when the next daily reward is ready.
  • Weekly gang goal: every Weekly Road point a member earns also counts for the gang. Three tiers (300, 900 and 1,800 points) each pay every member once: Meteor Dust, a Devil's Palm, then an Arrowhead. See it in the gang's Raid tab.

🩸 Over Heaven: anti-heal everywhere

  • Every Over Heaven fight now weakens your healing by at least 30% (specials, regeneration and lifesteal). Fights that already cut it harder keep their own rule. Sustain teams could outlast the puzzles instead of solving them.
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