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Patch notes · · v1.4 in the changelog

Update 1.4 · Summoners' Hall

🎯 Every stand has been rebuilt around one rule

This is the biggest balance update the game has had. Every special and every passive has been gone through, and
most of them have changed.

👉 Before your next fight, open your stands and read their specials again. Each stand page shows its new special
with the exact numbers for your copy, and the wiki's Passive explorer lists every passive. What you remember is
probably no longer true.

Passive explorer

Why

The game's biggest problem was abilities doing double duty. Too many specials hit hard and healed, or debuffed
every enemy and dealt big damage, or healed the team and weakened the enemy. Put three of those together and your
team could damage, heal, cleanse and control all at once. Any three strong stands did everything, so building a team
barely mattered, and the same few teams sat on top.

The rule: one main job

Every ability now has one main job:

  • ⚔️ damage: hits, damage over time, executes;
  • 💚 healing: heals, regeneration, cleansing debuffs;
  • 🌀 control: debuffs, stuns, slows, delaying specials;
  • ✨ support: buffs for the team or for itself.

When a stand's story calls for something extra (a bite with a slow, a strike with a little lifesteal), it stays a
small help: one target, small and short. It's never a second job, and never a game changer.

Synergies now make a stand better at its job: bigger numbers, more targets, longer effects. They no longer give it
a new job on top. Passives follow the same idea: each stand has one, and it backs up the stand's job or is a small,
occasional help.

Stands that lost a second job are usually better at their main one now. A healer heals, a controller locks enemies
down, a damage dealer hits harder.

No more cleansing

Nothing in the game removes debuffs any more: no special, no passive, no item. A cleanse wiped out a debuff team's
whole plan in one turn, which made poisons, slows and weakness a trap to build around. Every stand and item that used
to cleanse now heals more instead. Your debuffs stick: build around them.

🥀 Anti-heal: the debuffers' answer to healers

Some debuffers now also cut healing: their target heals 50% less for 2 turns. That's Horus, Heaven's Door,
Soft Machine, Little Feet, The Lock, Goo Goo Dolls, Marilyn Manson and Blue Hawaii. Ball Breaker's golden spin
makes every enemy heal 40% less. A healer-heavy team now has a real counter. In a fight, a wounded stand
wears a 🥀 with the turns it has left.

What it means for your team

Roles matter now. A team with someone to deal damage, someone to keep it alive and someone to control the enemy
will beat three stands that only hit hard. Look at what each of your stands does, not only at its rarity and power.
The team simulator and the team planner are free: test your teams against the fights that walled you.

📉 Less from gear, rolls and groups

A stand's own kit should decide how strong it is. Gear, rolls and groups should only tilt it, so all three give less:

  • Items give 80% of their listed stats, and each refine level adds +8% (was +10%).
  • Qualities count for less: the best roll now gives ×1.25 (was ×1.4), and SPEED and LUCK give fewer points.
  • Synergy bonuses are 30% smaller, and a full set of three gives ×1.3 (was ×1.5).

The stand pages and the wiki show the new numbers.

💎 Arrowheads and Devil's Palms are rare now

Summons were coming in far too fast, so the sources you could farm every week give much less. One-time rewards (the
story, achievements, the Alternate Universe…) are unchanged.

  • The daily streak, the Weekly Road and the gang goal pay Palm Sand and Meteor Dust where they gave Palms
    and Arrowheads.
  • The Tower pays an Arrowhead every 50th floor (every 25th in Requiem mode). The boss rush pays one, at
    its very end.
  • The dungeon's bosses drop a Devil's Palm far less often, and the event shop sells one per event.
  • Crafting a Devil's Palm takes 12 Palm Sand (was 5).

✦ Sparks are worth more

Every 10-pull still earns a spark, and they now go further:

  • 10 sparks buy any SSR on a banner (was 20).
  • 30 sparks buy any UR on a banner. That's new.

⇄ Fuse several copies at once

On a stand's page, pick several copies to fuse in one go, or press Fuse all extras to merge every copy that
stand can no longer spend on its stars.

🌱 A gentler start

The tutorial and all of Part 3 of the story are easier: the enemies there play gently and no longer get PvE's
extra health and damage. The wall starts at Part 4.

🎮 Buffs and debuffs you can read at a glance

Every effect in a fight is now a badge: a gold rim for a buff, a red one for a debuff, a chain for a stun, a 🥀 for
a wound. Its dots are the turns it has left, and you watch them drop. New effects pop in, spent ones crumble away,
and when a wound stops a heal you see how much it blocked, with a COUNTER! the first time.

🗺️ Test lab: the world branches out

Two new areas: the Cursed Isle, south of the sea route, and Singapore. Reach Singapore by Hong Kong's east
road, or by sea through the Isle. And four 👹 bosses now wait on the map: N'Doul, Rubber Soul, Arabia Fats and
Steely Dan. Step on the tile in front of one to challenge them, as often as you like, for 3 ⚡ a fight. Each drops
an item found nowhere else: always on your first win, then sometimes.

🏛️ New mode: the Summoners' Hall

A new Daily mode, open from player level 10 (you'll get a notification when you reach it). Bring five stands
into dungeons of ten floors: three waves a floor, the last one a boss with its guards. Your team's health and
specials carry from wave to wave, so a stand that falls stays down until the floor ends.

Build the team, not the power. Every hall has a trick its enemies are built around, and a real team behind it:
healers, supports, debuffers and damage dealers. Each hall says what answers it (🥀 anti-heal, a healer, armor
break, stuns...). Each of your stands shows its role (⚔️ damage, ✚ healer, ⛓️ debuffer, ✨ support), and three
readiness stars tell you how well your five fit: the answer, the type that beats the hall, and enough roles
covered. Strong stands don't carry you here: your stands are synced to each floor's level, stars, quality and gear
(at most 10% over them), and your team fights at 90% of its health and damage.

Three halls are always open, and each of their floors pays Meteor Dust the first time you ever clear it, with a
Golden Ratio Shard at B5 and a Rokakaka Fruit at B10.

The Endless Hall is always open too, and it has no last floor. Each floor brings the next hall's trick, so the five
you bring change as you climb, and past B10 the enemies grow 3% stronger every floor. How far can you go? Every floor
pays Meteor Dust the first time you clear it, and every 10th a Rokakaka Fruit.

Five more open every day, and start over the next:

  • three drawn at random, one Normal, one Hard and one Hell: Green Dolphin Street, the Corpse Race, the
    Rokakaka Grove, Cream's Void, Diavolo's Island or Jail House Lock;
  • Heaven's Ascent (Over Heaven), where two of Heaven's rules are drawn each day, so the team that answers it
    changes too;
  • The Requiem, Gold Experience Requiem's hall: they move first, can't be stunned and halve your healing.

A daily hall opens at the best floor you've ever cleared in it at that difficulty: no climbing back up every day.
Every floor pays Meteor Dust the first time you clear it that day (more the harder the hall), and each hall's B10
drops its own item, found nowhere else and bound to you: 📿 Pucci's Rosary, 🐎 Slow Dancer's Saddle, 🧢 Gappy's
Sailor Cap, 🕳️ Void Fragment, 📱 Doppio's Phone, 🦋 Jolyne's Butterfly Charm, 🪶 Heaven's Feather and 🐞 the Golden
Ladybug Brooch. Requiem's B10 adds a ✝️ Saint's Corpse part once a week.

Turn on ⏩ Auto battle at the top of the hall and your floors play themselves, wave after wave. It stays on
until you turn it off.

🌍 More of the game in your language

The Tower, the Requiem Tower, Requiem mode and the Summoners' Hall now read in French, Spanish, Italian, Portuguese
(both) and Chinese, along with Heaven's rule lines wherever they show up and the notices that say when a mode opens.
Story text and stand names stay in English.

🐞 Fixes

  • Several specials' descriptions, and the wiki's synergy table, didn't match what the stands really did. Every one
    has been rewritten to match.
  • Sky High and Ozon Baby no longer tear through the raid boss's huge health pool: they take their share like a normal
    stand's.

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