Patch notes · · v1.3.4 in the changelog
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.
🧭 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.
More news
- Update 1.3.3 · Know your type 2026-10-30
- Update 1.3.2 · Seven languages and a better guide 2026-10-29
- Update 1.3.1 · Prestige you can see 2026-10-29