Do you ever get confused by the sheer number of moves in JWA? Do you have a hard time remembering how strong a gashing wound is versus a Maiming Wound? Are you unsure as to what each shielding move in the game does? Do you not know the difference between a decelerating impact and a slowing impact, or between a pinning attack and a binding attack? Are you confused about why Raking Counter Attack bypasses armor, but Raking Claws does not? Do you often mix up Distracting Strike and Distraction? Does it bother you that Spinotahsuchus is able to swoop? Did you know that Roar and Group Defense Shattering Strike are the same exact move? Do you find yourself forgetting that Definite Shield Advantage does 1.5x damage, while Shield Advantage only does 1x? Can you remember what “Expose Weak Spot” even does off the top of your head? Are you unsure what the difference between a “minor”, a “lesser” and a “minimal” move is?
If any of the above questions interested you, then you should read the rest of this post! The fact of the matter is that JWA has seen it’s fair share of changes, but it’s move names haven’t really kept up with the times. As such, they’re currently a mishmash of a bunch of different naming conventions, making it somewhat confusing to tell what a move does just by looking at it’s name. With this post, I aimed to fix that. I designed a total revamp of the move naming system. Essentially, it breaks down each part of a move’s name into different sections (like the moves attack power, what additional effects it has, and how strong those effects are relative to the standard). This created a standardized system for naming moves, which I used to rename many moves in the game. Here are the different name components
Section 1: Activation and Targeting These names denote when a move activates and who that move targets.
Countering: Occurs upon receiving non-fatal damage (not including other counters)
Swap-in: Occurs when creature swaps in
On-escape: Occurs when opponent swaps out
Revenge: Effect changes if used after a creature died the previous turn (can stack with other activations)
N/A: Normal Priority and activation
Group: Effects target self and team (own team if positive, opponent’s team if negative)
Emergency: Target’s teammate in most need (used for Heal)
N/A: Single target (self if positive, opponent if negative)
Section 2: Effect Modifiers These denote the strength of each effect, besides damage (for example, the % chance to stun the opponent) and how long it’s duration is (for example, how many turns a shield stays up). For moves with multiple effects, modifiers are specific to the effect that they directly proceed (so Fearless Flap would be Cleansing Total Evasive Lesser Accelerating Distracting Strike… but we’ll get back to that later.
Lesser: Weaker than normal power
N/A: Normal power
Greater: Stronger than normal power
Total (could also use something like “Acute” or “Complete”): 100% effectiveness
Short: Shorter than normal duration
N/A: Normal Duration
Long: Longer than average duration
Section 3: Additional Effects: These are the additional effects that a move has in addition to basic damage, and multiple effects can stack on a single move (to a point). Each effect has a standard strength and duration that can be modified. There are three types of effects: Damage type modifiers that determine how the damage interacts with the opponent’s defenses (stuff like breaking shields or bypassing dodge, other positive and negative effects (like deceleration, cleansing, or ferocity), and compound effects. Compound effects are attacks with many effects that always occur the same way (besides attack strength). This section includes moves like Cunning/Fierce/Resilient attacks, Cautious Strike, Cloak, and Fearless Flap. Each move in this section should be given a unique icon (or icon style) for clarity.
Effect (can stack); (italics show name used if the effect is the last word in the name):
N/A: Plain damage, no modifiers or effects
Damage type modifiers:
(Armor) Piercing: Bypass armor
(Defense) Shattering: Pierces armor, breaks shields, and removes taunt
Precise: Bypass dodge/cloak.
Revealing (NEW-ish, could also just use “Raking”): Remove dodge/cloak.
Definite: Removes dodge/cloak and shield, pierces armor
Accelerating/Acceleration: Increases speed 30% for three turns
Cleansing/Cleanse: Remove all negative effects from target(s)
Critical: Increases critical hit chance 30% for two attacks, lasting two turns OR deal 1.75x damage (for Critical Impact) - critical attacks likely require a rework for consistency, as there are very few left in the game.
Distracting/Distraction: Reduce opponent’s damage 50% for two turns
Evasive/Evasion: 75% chance to dodge 66.7% of damage for 3 attacks, lasting 2 turns
Ferocious/Ferocity: Increase damage of target(s) 50% for 2 attacks, lasting 2 turns. Sometimes cleanses distraction and/or critical hit chance decrease (should be changed to remain consistent, or they can create a new effect that damage boosts AND cleanses these debuffs, like “power up” or something).
Healing/Heal: Cleanse target(s). Heals 1.5x damage worth of HP.
Nullifying/Nullification: Remove all positive effects from targets)
Pinning/Pin: Target cannot swap for 1 turn.
Rending/Rend: Destroy shields. Inflict 0.34% of opponents max HP as armor piercing damage.
Savagery: Inflict 0.4% of opponents max HP.
Shielding/Shield: Activates a shield, blocking 50% of incoming damage for 2 attacks, lasting 2 turns
Slowing/Slow (or Decelerating, but that’s a mouthful!): Reduce opponents speed 50% for two turns
Stunning/Stun: 66% chance to stun opponent for one turn
Taunting/Taunt: Activates taunt on self for 8 attacks, lasting 1 turn
Vulnerability: Target is vulnerable for 2 attacks, lasting 1 turns
Wounding/Wound: Inflicts damage over time 0.34% of target’s max HP for two turns
Compound Effects (unique icons):
Cunning: Cleanse DoT on self. On target, remove critical increase and attack increase. Reduce critical chance 100% and reduce damage 50% for 2 attacks, lasting 1 turn.
Fierce: Cleanse vulnerable on self. On target, remove taunt, destroy shields, and bypass armor.
Resilient: Cleanse distraction on self. On target, remove dodge/cloak and speed increase, and reduce speed 50% for 1 turn
Superior: Cleanse distraction on self. On target, reduce speed 50% for one turn. Bypass dodge/cloak.
Cautious: On self, increase speed 10% for 1 turn. 75% chance to dodge 66.7% of damage for 1 attack, lasting one turn. On target, Reduce damage 50% for 2 attacks, lasting 1 turn. Ignores dodge/cloak.
Crafty: Remove damage and critical hit increase. Bypass dodge and armor, ignoring dodge/cloak.
Prowl: Cleanse self. Gain 75% chance to dodge 66.7% of damage for 2 attacks, lasting 1 turn. Increase critical chance by 50% for 2 attacks, lasting 2 turns.
Dig In: Priority. Cleanse self. Heal 1x attack HP. Increase speed 10% for 2 turns. Gain 50% shields for one turn.
Fearless Flap(ping) (or potentially just “Fearless”): Cleanse self. Gain 100% chance to dodge 66.7% of damage for the next 2 attacks, lasting 2 turns. Increase speed by 10% for two turns. On all opponents, reduce damage 50% for 2 attacks, lasting 2 turns.
Cloak: Priority. Gain 75% chance to dodge 66% of damage for one turn. Deal double damage on the next attack.
Mutual Fury: Cleanse self. Increase speed 10% for two turns, and increase damage 50% for 2 attacks, lasting three turns. For all opponents, increase damage 50% for one attack, lasting two turns.
Sidestep: Priority. Cleanse self. Gain 100% chance to dodge 66.7% of damage for 2 attacks, lasting 1 turn. Increase speed 10% for two turns.
Bellow: Priority. Gain 50% shields for one attack, lasting one turn. Reduce target’s speed 50% for 2 turns.
Section 4: Attack Damage: This tells how much damage the move does to the opponent. The rule is that if the move deals direct damage, it MUSt include one of these in its name. This makes it clear to all players how much damage each move does. This includes counters! So if a counter does damage, it would end with “counter strike/impact/hit/rampage…” but if it does no damage it would just end with “counter”. The new attack power of “Hit” was added for attacks of 0.5x attack power (used for some “medium counters”). Of course, this name is negotiable.
N/A: 0x damage (basically effects only)
Blow (NEW): 0.5x damage
Strike: 1x damage
Impact: 1.5x damage
Rampage: 2x damage
Devastation: 3x damage
And Run: User (attempts to) swap out after use
And finally we get to the moves themselves. I tried not to modify the moves in most cases, but there were a few redundancies and possibilities that I included in the “Notes” section (like Evasive Stance having 75% chance to dodge again). Admittedly, some of these new names are a bit of a mouthful, but I hope you find that the overall system is more consistent than what we have now. Hopefully it’s a lot quicker to grasp (like every time you saw “Heal”, you would know that the move healed 1.5x attack power of HP, and if you saw “Greater Heal”, you would know that it healed 2x). Another step Ludia could take could be to standardize the icons too, since they’re currently all over the place (like why are nullifying strike and rampage white, but nullifying impact is red?). Anyway, here are all the move names I came up with using the system above. I hope you like it! Also, BIG thank you to everyone who worked on the JWA field guide, since it was extremely helpful in making this system.
|Old Name||New Name||Notes|
|Acute Stun||Total Stun|
|Adrenaline Pulse||Instant Lesser Heal||Would also need to cleanse now.|
|Armor Piercing Counter||Countering Piercing Strike|
|Armor Piercing Strike/Impact/Rampage||Piercing Strike/Impact/Rampage|
|Bellow||Bellow OR Instant Slowing Short Shield|
|Binding Impact||Long Pinning Impact|
|Camouflage||Instant Short Distracting Short Accelerating Evasion||Keep Camouflage?|
|Cautious Strike||Cautious Strike|
|Cleansing Strike/Impact||Cleansing Strike/Impact|
|Cleansing Shattering Strike||Cleansing Shattering Strike|
|Cleansing Swoop||Cleansing Lesser Wound and Run||Does 0.25x damage; need to standardize with current Minor Swoop|
|Crafty Strike||Crafty Strike|
|Critical Impact||Critical Impact||Critical may need full rework for consistency|
|Cunning Strike/Impact/Rampage||Cunning Strike/Impact/Rampage|
|Debilitating Distraction||Greater Distracting Strike|
|Decelerating Counter||Countering Short Slowing Strike|
|Decelerating Impact/Rampage||Slowing Impact/Rampage|
|Decelerating Strike||Short Slowing Strike||Default now 2 turns slow. Not currently in use.|
|Defense Shattering Counter||Countering Shattering Strike|
|Defense Shattering Strike/Impact/Rampage||Shattering Strike/Impact/Rampage|
|Definite Strike/Impact/Rampage||Definite Strike/Impact/Rampage|
|Definite Shield Advantage||Definite Short Shielding Rampage|
|Deliberate Prowl||Prowl OR Cleansing Greater Critical Evasion (probably keep Prowl)||Crit chance increase needs to last 2 attacks/2 turns|
|Devastation||Precise Taunting Devastation||Allows for other kinds of 3x attack moves to exist|
|Dig In||Dig In (would be Instant Lesser Healing Lesser Acceleration Short Shield)||Keep “Dig In”|
|Dig In Taunt||Taunting Dig In (would be Instant Taunting Lesser Healing Lesser Acceleration Short Shield)||Keep “Taunting Dig In”|
|Distracting Strike/Impact/Rampage||Distracting Strike/Impact/Rampage|
|Distraction||Short Distracting Strike|
|Emergency Heal||Instant Emergency Heal|
|Evasive Stance||Instant Lesser Long Evasion||If buffed to match other evading moves (75% chance to dodge 66.7% of damage), would just be “Instant Long Evasion”|
|Evasive Strike||Short Evasive Strike|
|Evasive Impact||Evasive Impact|
|Expose Weak Spot||Long Vulnerability Strike|
|Extended Critical Strike||Greater Critical Strike||Critical may need full rework for consistency|
|Fearless Flap||Fearless Flapping Strike OR Fearless Strike(would be Cleansing Distracting Lesser Accelerating Total Evasive Strike)|
|Ferocious Impact||Long Ferocious Impact|
|Ferocious Strike||Long Ferocious Strike|
|Fierce Strike/Impact/Rampage||Fierce Strike/Impact/Rampage|
|Gashing Wound||Wounding Strike|
|Greater Emergency Heal||Instant Emergency Greater Heal|
|Greater Rending Counter||Countering Rend||New baseline 0.34x opponents max HP|
|Greater Stunning Strike/Impact||Greater Stunning Strike/Impact|
|Group Acceleration||Instant Group Greater Accelerating Strike|
|Group Cleansing Strike||Group Cleansing Strike|
|Group Decelerating Strike/Impact/Rampage||Group Slowing Strike/Impact/Rampage|
|Group Defense Shattering Strike||Group Shattering Strike||Needs to remove taunt|
|Group Distraction||Instant Group Distraction|
|Group Ferocity||Group Ferocity||Also cleanses distraction and critical chance reduction|
|Group Ferocity Strike||Group Ferocious Strike|
|Group Invincibility||Instant Group Total Shield|
|Group Shattering Impact||Group Shattering Impact|
|Group Shield||Instant Group Shield|
|Group Superiority||Group Superior Strike|
|Group Takedown||Group Short Ferocity||Also cleanses distraction, but not critical hit decrease. A lot of overlap with former “Group Ferocity” - could condense into one move.|
|Group Taunting Shields||Instant Group Taunting Shield|
|Group Taunting Shields Strike||Group Taunting Shielding Strike|
|Heal||Instant Greater Heal|
|High Pounce||Short Distracting Rampage|
|Immobilize||Instant Total Stunning Pin|
|Impact and Run||Impact and Run|
|Instant Charge||Instant Greater Stunning Strike|
|Instant Distraction||Instant Total Distraction|
|Instant Invincibility||Instant Total Shield|
|Instant Invincibility Taunt||Instant Taunting Total Shield|
|Instant Rampage||Instant Rampage|
|Lesser Group Heal||Group Lesser Heal|
|Lethal Swoop||Long Wound and Run|
|Lethal Wound||Long Wounding Strike|
|Long Decelerating Strike||Slowing Strike||Default now 2 turns deceleration|
|Long Defensive Strike||Shielding Strike||Default now 2 turns shield.|
|Long Invincibility||Long Total Shield||Based on active 3 turns, otherwise simply “Total Shield”|
|Long Protection||Long Shielding Strike|
|Maiming Wound||Greater Wounding Strike|
|Maximal Counter-Attack||Countering Strike|
|Medium Counter-Attack||Countering Blow|
|Medium Resilient Counter-Attack||Countering Resilient Blow OR Revealing Short Decelerating Blow||Doesn’t cleanse distraction (and probably shouldn’t), so the second name could be used to keep the definition of “resilient” consistent|
|Minimal Speedup Strike||Lesser Accelerating Strike|
|Minor Counter-Attack||N/A||Buff to 0.5x damage (Countering Blow) and remove “Minor Counter-Attack” from game (only Nodopatotitan has it anyway)|
|Minor Heal On Escape||On Escape Lesser Heal|
|Minor Rending Attack||Rend|
|Minor Swoop||Lesser Long Wound and Run||Does 0.2x damage; need to standardize w/ current cleansing swoop|
|Mutual Fury||Mutual Fury|
|No Escape||On Escape Pin|
|Nullifying Counter||Countering Nullification|
|Nullifying Strike/Impact/Rampage||Nullifying Strike/Impact/Rampage|
|On Escape Dust Cloud||On Escape Ferocious Total Shield|
|On Escape Evasive Strike||On Escape Short Evasive Strike|
|On Escape Rampage||On Escape Rampage|
|Persistent Ferocious Strike||Ferocious Strike||Identical to current group ferocity strike, minus group target, but has no cooldown.|
|Pinning Strike||Pinning Strike|
|Precise Impact||Precise Impact|
|Precise Pounce||Precise Short Distracting Rampage|
|Precise Shattering Counter||Countering Precise Shattering Strike|
|Raking Claws||Revealing Rampage|
|Raking Counter Attack||Countering Revealing Piercing Strike|
|Rampage and Run||Rampage and Run|
|Ready to Crush||Group Critical Ferocity||Also cleanses distraction and critical hit decrease|
|Refresh||Short Accelerating Lesser Heal|
|Rending Counter||Countering Lesser Rend|
|Rending Takedown||Greater Rend|
|Resilient Strike/Impact/Rampage||Resilient Strike/Impact/Rampage|
|Revenge Cloak||Revenge Cloak|
|Revenge Decelerating Impact||Revenge Slowing Impact|
|Revenge Distracting Impact||Revenge Distracting Impact|
|Revenge Distracting Strike||Revenge Distracting Strike|
|Revenge Impact||Revenge Impact|
|Revenge Protection||Revenge Shielding Strike|
|Revenge Rampage||Revenge Rampage|
|Revenge Shattering Rampage||Revenge Shattering Rampage||Needs to remove taunt.|
|Roar/Tail Swipe||Group Shattering Strike||Identical to former Group Defense Shattering Strike. Needs to remove taunt.|
|Shield Advantage||Shattering Short Shielding Strike|
|Shielded Decelerating Strike||Precise Short Shielding Slowing Strike|
|Shielded Taunting Strike||Taunting Short Shielding Strike|
|Shielding Strike||Short Shielding Strike|
|Short Defense||Shielding Strike||Identical to former Long Defensive Strike, but with a cooldown.|
|Sidestep||Sidestep (would be Instant Cleansing Lesser Short Accelerating Total Evasion)||Keep Sidestep|
|Slowing Impact||Long Slowing Impact|
|Strike and Run||Strike and Run|
|Superior Vulnerability||Superior Vulnerability Strike|
|Superiority Strike/Impact||Superior Strike/Impact|
|Swap in Defense||Swap in Taunting Shield||Side note, why does it taunt? You can’t swap in raids anyway!|
|Swap in Definite Strike||Swap in Definite Strike|
|Swap in Distraction||Swap in Total Distraction|
|Swap in Dodge||Swap in Total Evasion|
|Swap in Ferocity||Swap in Long Ferocity|
|Swap in Head Butt||Swap in Piercing Stunning Blow|
|Swap in Heal||Swap in Lesser Heal|
|Swap in Invincibility||Swap in Taunting Total Shield|
|Swap in Nullification||Swap in Nullification|
|Swap in Resilient Strike||Swap in Resilient Strike|
|Swap in Savagery||Swap in Savagery|
|Swap in Slow||Swap in Slow|
|Swap in Stun||Swap in Stun|
|Swap in Stunning Strike||Swap in Piercing Stunning Strike|
|Swap in Wound||Swap in Lesser Wound|
|Taunt Shattering Rampage||Taunting Shattering Rampage|
|Taunting Bellow||Taunting Bellow OR Instant Taunting Slowing Short Shield|
|Taunting Impact/Rampage||Taunting Impact/Rampage|
|Taunting Shields||Taunting Shielding Strike||Nerf to blocking 2 attacks/2 turns|
|Tip the Scales||Instant Group Cleansing Nullification OR Instant Group Nullifying Cleanse|
|Venomous Counter||Countering Short Distracting Pin|
|Vulnerability Strike||Vulnerability Strike|
|Wounding Counter||Countering Short Wound|