Awoken Skills were introduced in Ver 6.0. They are passive abilities that are active in battle regardless of whether the awoken monster is a Leader or Sub.
As a player accumulates a number TAMADRA from the gifts of event messages, these messages should be left unopened until you have a monster you want to awaken. There isn't an indicator of what a message contains but you can look up what gift is being given out from the Event page.
EDIT: As of version 7.1.1, the contents of a message are Indicated (an egg Indicates a monster, gold coin Indicates gold, gray coin is Pal Points, and the magic stone Is....a magic stone.)
Awoken Fusion
There are currently two ways to unlock Awoken Skills:
1. Feed a monster an "Awaken Material" ( TAMADRA or Baby TAMADRA). can be obtained in Urgent dungeons such as Alert! Metal Dragons! or from the Pal Machine, but they are very rare. Baby TAMADRA are farmable from certain dungeons such as Metal/Gold Dungeon, and can be evolved into . can also be obtained in certain events (e.g. 4 million download event, 1 per day)
2. Feed a monster with the exact same ID number (e.g. feeding Susano no Mikoto to Susano no Mikoto).
- Feeding a TAMADRA or a monster with the same ID has a 100% success rate. Feeding a Baby TAMADRA has a 50% success rate.
- A monster must have grayed-out Awoken Skill icons in their in-game info page to unlock an Awoken Skill.
- You cannot unlock Awoken Skills by feeding a non-Ultimate monster to an Ultimate monster, such as Hino Kagutsuchi to Fire Serpent God, Hino Kagutsuchi. (The opposite won't work either, of course.)
- A monster will keep all Awoken Skills after Ultimate Evolving.
- If a monster's Awoken Skills change after Ultimate Evolution (such as Tsuku Yomi to War Deity of the Night, Tsukuyomi), it will retain the same number of Awoken Skills as it had before (so Enhanced Dark Orbs will become Enhanced Light Orbs).
- You can "pre-awaken" a monster before you Ultimate Evolve it, if its Ult Evo has more Awoken Skills than its previous form. For instance, if you feed 5 to Kirin of the Aurora, Sakuya, then evolve it to Kirin of the Sacred Gleam, Sakuya, all 5 Awoken Skills will be there. However, you can't do this if the monster is still in an earlier evo form with no Awoken Skills.
- For the same reason as above, if you de-evolve an Ultimate Evolved monster that has more Awoken Skills than its previous stage, it will regain the number of Awoken Skills from before if you evolve it again.
- Awoken Skills are cumulative; if you feed a Water Deity, Holy Isis with 2 Awoken Skills to a Water Deity, Holy Isis without any Awoken Skills, the resulting monster will have 3 Awoken Skills.
- NOTE: The monsters still must have the same ID. You cannot awaken a goblin and feed it to a god.
- Each monster has a specific list of Awoken Skills that will unlock in order. For instance, Firedragon Tyrannos first gets Enhanced HP, then Enhanced Attack, and finally Skill Boost. You can check this list on your monster's in-game info screen.
Awoken Skill Types
Awoken Skill effects stack; if you have more than one of the same skill on your team (or even on the same monster), the effects are added together.
ID | Skill | Effect | |
---|---|---|---|
01 | Enhanced HP | HP +200 | |
02 | Enhanced Attack | ATK +100 | |
03 | Enhanced RCV | RCV +50 | |
04 | Reduce Fire Damage | Take 5% less damage from Fire Type enemies. | |
05 | Reduce Water Damage | Take 5% less damage from Water Type enemies. | |
06 | Reduce Wood Damage | Take 5% less damage from Wood Type enemies. | |
07 | Reduce Light Damage | Take 5% less damage from Light Type enemies. | |
08 | Reduce Dark Damage | Take 5% less damage from Dark Type enemies. | |
09 | Auto-Recover | Recover 1000 HP each turn when Orbs are matched. | |
10 | Resistance-Bind | 50% chance to resist Bind attacks targeted at this monster. | |
11 | Resistance-Blind | 50% chance to block Blinding attacks. | |
12 | Resistance-Jammers | 20% chance to resist Jammer & Bomb attacks. | |
13 | Resistance-Poison | 20% chance to resist Poison attacks. | |
14 | Enhanced Fire Orbs | Fire orbs on the board have 20% chance to gain a +. Each matched + Orb will add 6% to attacks of that attribute. Also each on the team will add 4% damage per Fire combo containing a +Orb. | |
15 | Enhanced Water Orbs | Water Orbs on the board have 20% chance to gain a +. Each matched + Orb will add 6% to attacks of that attribute. Also each on the team will add 4% damage per Water combo containing a +Orb. | |
16 | Enhanced Wood Orbs | Wood Orbs on the board have 20% chance to gain a +. Each matched + Orb will add 6% to attacks of that attribute. Also each on the team will add 4% damage per Wood combo containing a +Orb. | |
17 | Enhanced Light Orbs | Light Orbs on the board have 20% chance to gain a +. Each matched + Orb will add 6% to attacks of that attribute. Also each on the team will add 4% damage per Light combo containing a +Orb. | |
18 | Enhanced Dark Orbs | Dark Orbs on the board have 20% chance to gain a +. Each matched + Orb will add 6% to attacks of that attribute. Also each on the team will add 4% damage per Dark combo containing a +Orb. | |
19 | Extend Time | Additional 0.50 seconds for moving orbs. | |
20 | Recover Bind | Matching a horizontal row of Hearts (6 Orbs) to reduce bind status by 3 turns. Matching 2 rows will reduce bind by 6, 3 rows by 9; rows must not be connected. (Not affected by Awoken Bind) | |
21 | Skill Boost | All team members' Active Skill cooldowns are reduced by 1 turn when entering the dungeon. | |
22 | Enhanced Fire Rows | Matching a horizontal row of 6 Fire Orbs increases Fire Att attack. | |
23 | Enhanced Water Rows | Matching a horizontal row of 6 Water Orbs increases Water Att attack. | |
24 | Enhanced Wood Rows | Matching a horizontal row of 6 Wood Orbs increases Wood Att attack. | |
25 | Enhanced Light Rows | Matching a horizontal row of 6 Light Orbs increases Light Att attack. | |
26 | Enhanced Dark Rows | Matching a horizontal row of 6 Dark Orbs increases Dark Att attack. | |
27 | Two-Pronged Attack | Matching exactly 4 Orbs of the same Att as this monster boosts ATK and launches an attack on 2 enemies. | |
28 | Resistance-Skill Bind | May block Skill Bind attacks | |
29 | Enhanced Heal Orbs | Enhanced Heal Orbs appear more frequently, and increases RCV. Increases RCV when matching 4 Heal orbs | |
30 | Reduced HP | Reduces HP by 2500 (to a minimum of 1 HP) | |
31 | Reduced ATK | Reduces ATK by 1000 (down to a minimum of 1 ATK) | |
32 | Reduced RCV | Reduces RCV by 2000 | |
33 | Auto-Recover+ | Recovers 2000 HP each turn when orbs are matched | |
34 | Resistance-Bind+ | 100% chance to resist Bind attacks targeted at this monster | |
35 | Resistance-Blind+ | 100% chance to void Blinding attacks | |
36 | Resistance-Jammers+ | 100% chance to void Jammer & Bomb attacks | |
37 | Resistance-Poison+ | 100% chance to void Poison attacks | |
38 | Enhanced Fire Orbs+ | Enhanced Fire orbs appear much more frequently, and considerable increases damage (This Awoken Skill is equal to 2 [Enhanced Fire Orbs]) | |
39 | Enhanced Water Orbs+ | Enhanced Water orbs appear much more frequently, and considerably increases the damage (This Awoken Skill is equal to 2 [Enhanced Water orbs]) | |
40 | Enhanced Wood Orbs+ | Enhanced Wood Orbs appear much more frequently, and considerably increases the damage (This Awoken Skill is equal to 2 [Enhanced Wood Orbs)] | |
41 | Enhanced Light Orbs+ | Enhanced Light orbs appear much more frequently, and considerably increases the damage (This Awoken Skill is equal to 2 [Enhanced Light orbs]) | |
42 | Enhanced Dark Orbs+ | Enhanced Dark Orbs appear much more frequently, and considerably increases the damage (This Awoken Skill is equal to 2 [Enhanced Dark Orbs]) | |
43 | Enhanced Heal Orbs+ | Enhanced Heal orbs appear much more frequently, and considerably increases RCV. Increases RCV when matching 4 Heal Orbs (this Awoken Skill is equal to 2 [Enhanced Heal Orbs]) | |
44 | Extended Move Time+ | Extends time to move orbs | |
45 | Create Combo Orbs | Combo orbs appear (Max 8 orbs) & combos added (max 4 combos) when matching 10 or more Orbs of the same Attribute as the monster | |
46 | Skill Boost+ | Teams start with 2 less turns needed to activate skills | |
47 | Two-Pronged Attack+ | Matching 4 orbs of the same Att. as this monster considerably boosts ATK and launches an attack on 2 enemies (this Awoken Skill is equal to 2 [Two-Pronged Attack]) | |
48 | Guard Break | This monster inflicts DEF-ignoring damage when attacking with 5 Att. | |
49 | 3 Att Attack | ATK increases when 3+ Att. attack | |
50 | 4 Att Attack | ATK increases when 4+ Att. attack | |
51 | 5 Att Attack | ATK increases when 5+ Att. attack | |
52 | Enhanced Combos | ATK increases with 7+ combos | |
53 | Enhanced Combos+ | ATK considerably increases with 7+ combos (this Awoken Skill is equal to 2 [Enhanced Combos]) | |
54 | Super Enhanced Combos | 5x ATK with 10+ combos | |
55 | Matching Combo | 12x ATK when matching 12+ orbs of the same Attribute as monster | |
56 | Bonus Attack | Inflicts 500,000 bonus damage when matching a column of Heal orbs. | |
57 | Enhanced Bonus ATK | Erases a 3x3 square of Heal Orbs to boost ATK & deal 9,900,000 bonus damage. | |
58 | Cross Attack | 3x ATK & reduces Darkened Orb Surge by 3 turns with a cross of 5 Orbs of the same Att as this monster. | |
59 | Damage Void Piercer | 3.5x ATK & pierces enemies'damage void when matching a 3x3 square of orbs. | |
60 | God Killer | 5x ATK against God Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against God Type. | |
61 | Dragon Killer | 5x ATK against Dragon Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Dragon Type. | |
62 | Devil Killer | 5x ATK against Devil Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Devil Type. | |
63 | Balanced Killer | 5x ATK against Balanced Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Balanced Type. | |
64 | Attacker Killer | 5x ATK against Attacker Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Attacker Type. | |
65 | Physical Killer | 5x ATK against Physical Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Physical Type. | |
66 | Healer Killer | 5x ATK against Healer Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Healer Type. | |
67 | Machine Killer | 5x ATK against Machine Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Machine Type. | |
68 | Awoken Material Killer | 5x ATK against Awakening Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Awakening Type. | |
69 | Evo Material Killer | 5x ATK against Evo Material Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Evo Material Type. | |
70 | Experience Material Killer | 5x ATK against Experience Material Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Experience Material Type. | |
71 | Redeemable Killer | 5x ATK against Redeemable Material Type. Increases the damage cap (the max amount of damage able to be dealt) by 1.2x against Redeemable Material Type. | |
72 | Skill Charge | This monsters' skill is charged by 1 turn when attacking with 5 Att. | |
73 | Skill Charge+ | This monster's skill is charged by 2 turns when attacking with 5 Att. | |
74 | Anti-Skill Boost | Team starts with 1 more turn needed to activate skills | |
75 | 50% or more HP Enhanced | ATK increases when HP is 50% or more | |
76 | 50% or less HP Enhanced | ATK increases when HP is 50% or less | |
77 | Enhanced Fire Combos | ATK increases for Fire Att with 2+ Fire combos | |
78 | Enhanced Water Combos | ATK increases for Water Att with 2+ Water combos | |
79 | Enhanced Wood Combos | ATK increases for Wood Att with 2+ Wood combos | |
80 | Enhanced Light Combos | ATK increases for Light Att with 2+ Light combos | |
81 | Enhanced Dark Combos | ATK increases for Dark Att with 2+ Dark combos | |
82 | Change Sub Attribute Fire | Changes this monsters' sub Attribute to Fire while in Dungeon | |
83 | Change Sub Attribute Water | Changes this monsters' sub Attribute to Water while in Dungeon | |
84 | Change Sub Attribute to Wood | Changes this monsters' sub Attribute to Wood while in Dungeon | |
85 | Change Sub Attribute to Light | Changes this monsters' sub Attribute to Light while in Dungeon | |
86 | Change Sub Attribute to Dark | Changes this monsters'sub Attribute to Dark while in Dungeon | |
87 | Add God Type | Adds God Type to monster's base Type(s) while in dungeon. | |
88 | Add Dragon Type | Adds Dragon Type to monster's base Type(s) while in dungeon. | |
89 | Add Devil Type | Adds Devil Type to monster's base Type(s) while in dungeon. | |
90 | Add Balanced Type | Adds Balanced Type to monster's base Type(s) while in dungeon. | |
91 | Add Attacker Type | Adds Attacker Type to monster's base Type(s) while in dungeon. | |
92 | Add Physical Type | Adds Physical Type to monster's base Type(s) while in dungeon. | |
93 | Add Healer Type | Adds Healer Type to monster's base Type(s) while in dungeon. | |
94 | Add Machine Type | Adds Machine Type to monster's base Type(s) while in dungeon. | |
95 | Assist Awoken | This monsters' Awoken Skills will be granted to the monster it assists. | |
96 | Dungeon Bonus | Slightly increases Rank EXP, Monster EXP, Coins & Egg Drop rate in solo play. | |
97 | Immobility Resistance | Prevents Orbs from being Immobilized | |
98 | Cloud Resistance | Voids Cloud attacks | |
99 | Skill Voice | Increases all stats by 10%. A voice will play when Ski is used. (not affected by Awoken Skill bind) | |
100 | L Increase ATK | Increases ATK & unlocks orbs when matching 5 of same Attribute as monster in L shape. | |
101 | L Increase ATK+ | Considerably increases ATK and unlocks Orbs when matching 5 orbs of the same Att as this monster in an L shape (this Awoken Skill is equal to 2 [L Increased Attack]) | |
102 | L Heal Matching | Reduces damage, increases ATK & reduces bind status by 1 turn when matching 5 Heal orbs in an L shape. | |
103 | Enhanced Team HP | Increases Team HP by 5% | |
104 | Enhanced Team RCV | Increases Team RCV by 20% | |
105 | Blessing of Jammers | Jammers appear on the board and matching them increases ATK. | |
106 | Blessing of Poison Orbs | Poison Orbs appear on the board and matching them increases ATK. | |
107 | Multi Boost | Increases this monster's stats when playing with another player | |
108 | Levitating | Alleviates the effect of Supergravity on this monster | |
109 | 5 Att Enhanced Attack+ | ATK considerably increases when 5 attributes attack at once (this Awoken Skill is equal to 2 [Enhanced 5 Att Attack]) | |
110 | 4 Att Enhanced Attack | ATK considerably increases when 4 Attributes attack at once (this Awoken Skill is equal to 2 [Enhanced 4 Att Attack]) | |
111 | 3 Att Enhanced Attack | ATK considerably increases when 3 Attributes attack at once (this Awoken Skill is equal to 2 [Enhanced 3 Att Attack]) | |
112 | T Increased Attack | 4x ATK with a T shape of 5 Orbs of the same Att as this monster and enhances those 5 orbs | |
113 | Recover Bind+ | Matching an entire row of Heal Orbs reduces Bind Status by 6 turns (this Awoken Skill is equal to 2 [Recover Bind] | |
114 | Triple Enhanced Fire Rows | Matching a full row of Fire Orbs considerably increases Fire Att ATK (this Awoken Skill is equal to 3 [Enhanced Fire Rows]) | |
115 | Triple Enhanced Water Rows | Matching a full row of Water Orbs considerably increases Water Att ATK (this Awoken Skill is equal to 3 [Enhanced Water Rows]) | |
116 | Triple Enhanced Wood Rows | Matching a full row of Wood Orbs considerably increases Wood Att ATK (this Awoken Skill is equal to 3 [Enhanced Wood Rows]) | |
117 | Triple Enhanced Light Rows | Matching a full row of Light Orbs considerably increases Light Att ATK (this Awoken Skill is equal to 3 [Enhanced Light Rows]) | |
118 | Triple Enhanced Dark Rows | Matching a full row of Dark Orbs considerably increases Dark Att ATK (this Awoken Skill is equal to 3 [Enhanced Dark Rows]) | |
119 | Damage Void Piercer+ | Considerably increases ATK & pierces enemies' damage void when matching a 3x3 orb square of the same Att as this monster (this Awoken Skill is equal to 2 [Damage Void Piercer] | |
120 | Cross Attack+ | Considerably increases ATK & reduces Darkened Orb status by 6 turns with a cross of 5 orbs of the same Att as this monster (this Awoken Skill is equal to 2 [Cross Attack]) | |
121 | Enhanced Fire Combos+ | Considerably increases ATK for Fire Att with 2+ Fire combos (this Awoken Skill is equal to 2 [Enhanced Fire Combos]) | |
122 | Enhanced Water Combos+ | Considerably increases ATK for Water Att with 2+ Water combos (this Awoken Skill is equal to 2 [Enhanced Water Combos]) | |
123 | Enhanced Wood Combos+ | Considerably increases ATK for Wood Att with 2+ Wood combos (this Awoken Skill is equal to 2 [Enhanced Wood Combos]) | |
124 | Enhanced Light Combos+ | Considerably increases ATK for Light Att with 2+ Light combos (this Awoken Skill is equal to 2 [Enhanced Light Combos]) | |
125 | Enhanced Dark Combos+ | Considerably increases ATK for Dark Att with 2+ Dark combos (this Awoken Skill is equal to 2 [Enhanced Dark Combos]) | |
126 | Aging | 1.5x to all stats for Battle 5 and on, 2x to all stats for Battle 10 and on. | |
127 | Yin Protection | 1.2x HP & RCV and 5x ATK on the floors where is displayed. | |
128 | Yang Protection | 1.2x HP & RCV and 5x ATK on the floors where is displayed. | |
129 | Super Enhanced Combos+ | Considerably increases ATK with 10+ combos (this Awoken Skill is equal to 2 Super Enhanced Combos) |
Super Awakening
Super Awakenings are bonus Awoken Skills that function like regular Awoken Skills but are only available once a monster completes a Level Limit Breakthrough. They can be unlocked randomly by using + values or by using 30 TAMADRA & a certain amount of + values. When using the randomizer, a monster is guaranteed to get another Awoken Skill but the selection is limited (Though all currently available Awoken Skills can appear in the selection). Each monster can have up to 6 Super Awakenings to get, this varies between monsters. Said Super Awakenings have the same effects as regular Awoken Skills.
Latent Awakening
Latent Awakenings are a type of Awoken Skill that the player can choose to add to certain monsters. Unlike normal Awoken Skills, these cannot be unlocked using ordinary TAMADRA. They require specific Latent TAMADRA to be fused with said monster for the skill to be added. Latent Awakenings cannot be added to all monsters. This is because they have requirements that must be met for a successful fusion. The requirements vary between each Latent TAMADRA. It can be that the monster must be a certain level, others can only be added to certain Types, & some require the monster to have a specific Awoken Skill. Monsters eligible for Latent Awakenings have 6 slots seen under the main image & above the HP/ATK/RCV stats. This can be upgraded to 8 slots via the Extra Slot Latent TAMADRA. Latent Awakenings require at least 1 slot though some can require all 8 slots. Like regular Awoken Skills Latent Awakenings give stat boosts, damage reduction, resistances & recovery help. The stat boosts and damage reduction is lower than normal Awakenings but that doesn't mean that they can't help out in a pinch.
Awoken
Icon |
Name | Effect | Requirements | Slot # |
---|---|---|---|---|
Imp HP | Slightly improves HP upon fusion with an eligible base monster | None | 1 | |
Imp ATK | Slightly improves ATK upon fusion with an eligible base monster | None | 1 | |
Imp RCV | Slightly improves RCV upon fusion with an eligible base monster | None | 1
|
Awakening Priority
In general, it is recommended to use your on strong Awoken Skills on monsters you use frequently on your strongest team (i.e. teams you want to bring to Descended dungeons). You also do not want to use on anything you can farm easily, such as Earth Light Carbuncle, Flame Armor Ogre, or Rowdy Red Samurai Goblin. Your definition of "easily" may vary, but, in most cases, your main God-type leader is a good candidate for , as well as anything that needs several million XP and/or vast amounts of rare evolution materials to evolve, like Dark Liege, Vampire Duke.
Because GungHo is regularly releasing new Ultimate Evolutions, it's generally recommended to use for Awoken Skills instead of duplicates of REM-only gods.
- Skill Boost and Extend Time are almost always useful for almost every team.
- Row enhancers like Enhanced Dark Att. are incredible for monocolor teams and stack very well. If you are using a monocolor team, be sure to unlock these; the boost becomes very noticeable when you have several.
- Two-Pronged Attack is a nice boost when matching 4 orbs, though not a big deal on a single monster. If you can stack enough of them on a specialized team, though, it can rival the power of a Row Enhance-based team.
- Resistance-Bind is always nice for endgame teams, especially on Leaders and on monsters which recover Binds with their Active Skills, like Voice of God, Metatron.
- Enemy debuff resistances like Resistance-Dark, Resistance-Skill Lock, Resistance-Poison, and Resistance-Jammers are great for certain endgame teams, but lack day-to-day utility. Still, they can make a huge difference on the harder Descended dungeons ... but only if you stack enough of them together to make a difference.
- Auto-Recover is very useful early in the game, especially for Resolve or Resist teams, but loses steam late in the game outside of certain gimmick situations, like a team led by Shining Lance Wielder, Odin.
- Enhanced orbs ( Enhanced Water Orbs and the rest) do not make much of a damage difference, but can provide a small boost to damage for no additional work.
- Awoken Skills that only increase stats, like Enhanced HP, are not usually worth using TAMADRA. +Eggs are 10x easier to obtain.
- 4% resist skills like Reduce Fire Damage are not worth worrying about.
- Recover Bind is an interesting one. It is marginally useful on a monster that also has 2x Resistance-Bind. On monsters without that, it is virtually useless because it doesn't work if the Bind Recover monster is, itself, bound.
NOTE: This is merely recommended advice. Once you become familiar with the game and your teams, you will be able to determine what Awoken Skills you need yourself.