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Awoken Skills

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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.

Awoken Fusion

There are currently two ways to unlock Awoken Skills:

1. Feed a monster an "Awaken Material" (797i TAMADRA or 1002i Baby TAMADRA). 797i can be obtained in Urgent dungeons such as Alert! Metal Dragons! or from the Pal Machine, but they are very rare. 1002i Baby TAMADRA are farmable from certain dungeons such as Metal/Gold Dungeon, and can be evolved into 797i797i can also be obtained in certain events (e.g. 4 million download event, 1 797i per day)

2. Feed a monster with the exact same ID number (e.g. feeding 137i Susano no Mikoto to 137i Susano no Mikoto).

  • Feeding a 797i TAMADRA or a monster with the same ID has a 100% success rate. Feeding a 1002i Baby TAMADRA has a 50% success rate.
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  • 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 133i Hino Kagutsuchi to 756i 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 141i Tsuku Yomi to 989i War Deity of the Night, Tsukuyomi), it will retain the same number of Awoken Skills as it had before (so AwokenSkill18 Enhanced Dark Orbs will become AwokenSkill17 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 797i to 752i Kirin of the Aurora, Sakuya, then evolve it to 1218i 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 493i Water Deity, Holy Isis with 2 Awoken Skills to a 493i 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, 004i Firedragon Tyrannos first gets AwokenSkill01 Enhanced HP, then AwokenSkill02 Enhanced Attack, and finally AwokenSkill21 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 AwokenSkill01 Enhanced HP HP +200.
02 AwokenSkill02 Enhanced Attack ATK +100.
03 AwokenSkill03 Enhanced Heal RCV +50.
04 AwokenSkill04 Reduce Fire Damage Take 4% less damage from Fire type enemies.
05 AwokenSkill05 Reduce Water Damage Take 4% less damage from Water type enemies.
06 AwokenSkill06 Reduce Wood Damage Take 4% less damage from Wood type enemies.
07 AwokenSkill07 Reduce Light Damage Take 4% less damage from Light type enemies.
08 AwokenSkill08 Reduce Dark Damage Take 4% less damage from Dark type enemies.
09 AwokenSkill09 Auto-Recover Heal 500 HP every turn that a match is made.
10 AwokenSkill10 Resistance-Bind 50% chance to resist Bind attacks targeted at this monster.
11 AwokenSkill11 Resistance-Dark 20% chance to resist Smokescreen attacks.
12 AwokenSkill12 Resistance-Jammers 20% chance to resist Jammer attacks.
13 AwokenSkill13 Resistance-Poison 20% chance to resist Poison attacks.
14 AwokenSkill14 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.
15 AwokenSkill15 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.
16 AwokenSkill16 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.
17 AwokenSkill17 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.
18 AwokenSkill18 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.
19 AwokenSkill19 Extend Time Additional 0.5 seconds for moving orbs.
20 AwokenSkill20 Recover Bind Match a horizontal row of Hearts (6 Orbs) to reduce binds by 3 turns. Matching 2 rows will reduce by 6 turns (and 3 rows for 9 turns), but the rows must not be connected.
21 AwokenSkill21 Skill Boost All team members' Active Skill cooldowns are reduced by 1 when entering the dungeon.
22 AwokenSkill22 Enhanced Fire Att. Match a horizontal row of 6 Fire orbs to add 10% damage to all Fire attacks. Matching 2 rows will add 20% (and 3 rows for 30%), but the rows must not be connected.
23 AwokenSkill23 Enhanced Water Att. Match a horizontal row of 6 Water orbs to add 10% damage to all Water attacks. Matching 2 rows will add 20% (and 3 rows for 30%), but the rows must not be connected.
24 AwokenSkill24 Enhanced Wood Att. Match a horizontal row of 6 Wood orbs to add 10% damage to all Wood attacks. Matching 2 rows will add 20% (and 3 rows for 30%), but the rows must not be connected.
25 AwokenSkill25 Enhanced Light Att. Match a horizontal row of 6 Light orbs to add 10% damage to all Light attacks. Matching 2 rows will add 20% (and 3 rows for 30%), but the rows must not be connected.
26 AwokenSkill26 Enhanced Dark Att. Match a horizontal row of 6 Dark orbs to add 10% damage to all Dark attacks. Matching 2 rows will add 20% (and 3 rows for 30%), but the rows must not be connected.
27 AwokenSkill27 Two-Pronged Attack Matching exactly 4 Orbs of the same Att. as this monster launches an attack on two enemies, and boosts its ATK by 1.5x. Matching 2 unconnected groups of 4 Orbs will boost its ATK by (2 * 1.5x), and so on.
28 AwokenSkill28 Resistance-Skill Lock 20% chance to resist Skill Lock attacks on the team.

Awakening Priority

In general, it is recommended to use your 797i 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 797i on anything you can farm easily, such as 208i Earth Light Carbuncle, 314i Flame Armor Ogre, or 689i Rowdy Red Samurai Goblin. Your definition of "easily" may vary, but, in most cases, your main God-type leader is a good candidate for 797i, as well as anything that needs several million XP and/or vast amounts of rare evolution materials to evolve, like 894i Dark Liege, Vampire Duke.

Because GungHo is regularly releasing new Ultimate Evolutions, it's generally recommended to use 797i for Awoken Skills instead of duplicates of REM-only gods.

  • AwokenSkill21 Skill Boost and AwokenSkill19 Extend Time are almost always useful for almost every team.
  • Row enhancers like AwokenSkill26 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.
  • AwokenSkill27 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.
  • AwokenSkill10 Resistance-Bind is always nice for endgame teams, especially on Leaders and on monsters which recover Binds with their Active Skills, like 641i Voice of God, Metatron.
  • Enemy debuff resistances like AwokenSkill11 Resistance-Dark, AwokenSkill28 Resistance-Skill Lock, AwokenSkill13 Resistance-Poison, and AwokenSkill12 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.
  • AwokenSkill09 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 1423i Shining Lance Wielder, Odin.
  • Enhanced orbs (AwokenSkill15 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 AwokenSkill01 Enhanced HP, are not usually worth using 797i TAMADRA. +Eggs are 10x easier to obtain.
  • 4% resist skills like AwokenSkill04 Reduce Fire Damage are not worth worrying about.
  • AwokenSkill20 Recover Bind is an interesting one. It is marginally useful on a monster that also has 2x AwokenSkill10 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.

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