Enhancements Explained

Enhancements Explained

Hey DPG members,

We’d like to further outline and detail the Enhancements and Catalysts feature for additional clarity, and give a breakdown of their usage and intentions.

  • Enhancements are special buffs that can be applied to Unique Creatures only.
    • The Unique Creature must be at Level 30 before Enhancements can be applied.
    • These buffs can range from base attribute stats increase, new special passive abilities, and even allow an extra Stat Boost Tier cap
  • Catalysts are a new form of currency players can acquire in-game that is used in combination with creature DNA to apply special Enhancements.
    • Bronze Catalysts are created primarily via Common DNA.
    • Silver Catalysts are created primarily via Rare and Epic DNA.
    • Gold Catalysts are created primarily via Legendary DNA.
  • Catalysts can be acquired through the “Recombine” tab available in the Collection menu.
    • Recombining DNA requires at least one creature to be Level 25 or over, and they must be either Common, Rare, Epic, or Legendary.
    • Try out different DNA combinations to see the results!
      • Note that if you’ve unlocked your first Level 25 creature but don’t see the Recombine tab yet, try restarting the app to get it to appear!
  • Once you’ve acquired Catalysts, visit the desired Creature in the Lab. Scroll down and tap the Enhancements icon to open the Enhancements menu.
    • From there, you’ll be able to see the amount of Catalysts, Coins, and DNA required for the next Enhancement tier (up to 5).
  • The Enhancements applied to creatures are non-refundable and permanent, and will be present in all types of Battle (including Strike Events, Isla Events, Friendly Battles etc.)
  • Catalysts will also be distributed outside the Recombination menu via Events and Offers, including Isla Events, Pass rewards, Strike Event rewards, Tournament rewards, and more! These new reward distribution methods will not be immediately available but will gradually roll out.

Be sure to continue following our articles and social posts to keep tabs on whenever a Catalyst reward is available!

Below is a list of Creatures at feature launch that can have Enhancements applied — along with a brief description of their new Reactive abilities that are currently available.

Aenocyonyx
Reactive Ability: If damage reduced, at start of turn, increase Critical Chance 10%.

Alankyloceratops
Reactive Ability: When receiving critical attack, at end of turn, increase Speed 10%, 2 attacks, 1 turn.

Albertocevia
Reactive Ability: If currently fielded opponent HP 50% or less, at start of turn, 25% Critical Chance, 2 attacks, 1 turn.

Albertospinos
Reactive Ability: If dealing critical damage, at end of turn, DoT 10% of enemy’s max HP, 1 turn.

Allodrigues
Reactive Ability: If HP 33% or less, at start of turn, increase Speed 10%, 2 attacks, 1 turn.

Andrewtops
Reactive Ability: If slowed, during action phase, increase damage 10% 2 attacks, 1 turn.

Antarctovenator
Reactive Ability: If currently fielded opponent HP 50% or less, at start of turn, increase Speed 15%, 2 attacks, 1 turn.

Ardentismaxima
Reactive Ability: If damage reduced, during action phase, increase Armor 5%, 2 attacks, 1 turn.

Ardontognathus
Reactive Ability: At turn 3 of battle, at the start of turn, increase Speed 50% 2 attacks, 1 turn.

Atrocodistis
Reactive Ability: If HP 50% or less, at start of turn, increase damage 15% 2 attacks, 1 turn.

Compsocaulus
Reactive Ability: If HP 33% or less, at start of turn, decrease opponent damage 25% 2 attacks, 1 turn.

Compsoraptor
Reactive Ability: If Stunned, at end of turn, 100% Critical chance, 2 turns, 1 attack.

Diloracheirus
Reactive Ability: If currently fielded opponent is Resilient Class, at start of turn, 15% Critical Chance, 1 attack, 1 turn.

Diorajasaur
Reactive Ability: After receiving and surviving damage, at end of turn, decrease opponent Speed 25%, 2 attacks 1 turn.

Dracoceratosaurus
Reactive Ability: If Vulnerable, at start of turn, Increase Speed 25% 1 attack, 1 turn.

Dsungascorpios
Reactive Ability: If HP 67% or more, at start of turn, decrease opponent speed 25% 2 attacks, 1 turn.

Entelolania
Reactive Ability: If shielded, during action phase, increase damage 15% 2 attacks, 1 turn.

Erlidominus
Reactive Ability: If HP 25% or less, during action phase, 100% Critical Chance 1 attack, 1 turn.

Erlikospyx
Reactive Ability: When receiving critical attack, at end of turn, increase Speed 25%, 1 attack, 1 turn.

Geminititan
Reactive Ability: If HP 50% or more, at start of turn, increase Armor 15% 2 attacks, 1 turn.

Giganyx
Reactive Ability: If critical reduced, at end of turn, increase damage 15% 2 attacks, 1 turn.

Grypolyth
Reactive Ability: If HP 50% or less, at end of turn, increase Armor 15% and Damage 15% 2 attacks, 1 turn.

Indoraptor
Reactive Ability: If slowed, at start of turn, 25% Critical Chance 1 attack, 1 turn.

Indotaurus
Reactive Ability: If dealing critical damage, at end of turn, Heal 15% max HP 2 attacks, 1 turn.

Lystrosavis
Reactive Ability: If slowed, during action phase, increase Armor 10% 2 attacks, 1 turn.

Magnapyritor
Reactive Ability: At turn 1 of battle, at start of turn, Self: increase Speed 50%, 2 attacks, 1 turn.

Mammolania
Reactive Ability: If damage reduced, at end of turn, Self: increase Armor 20% 2 attacks, 1 turn.

Monolorhino
Reactive Ability: If slowed, at end of turn, Self: increase damage 15% 2 attacks, 1 turn.

Parasauthops
Reactive Ability: If HP 33% or less, at end of turn, Self: increase Speed 50%, 2 attacks, 1 turn.

Phorurex
Reactive Ability: After receiving and surviving damage, at end of turn, Self: increase Critical Chance 50%.

Poukandactylus
Reactive Ability: If HP 25% or less, at start of turn, Self: increase damage 50% 2 attacks, 1 turn.

Pterovexus
Reactive Ability: If opponent of Wildcard Class, at start of turn, Self: increase Speed 10% and Damage 10%, 1 turn.

Pyrorixis
Reactive Ability: If swap prevented, during action phase, Self: 25% Critical Chance 1 attack, 1 turn.

Quetzorion
Reactive Ability: If vulnerable, during action phase, Self: increase Speed 25% and Damage 15% 2 attacks, 1 turn.

Scorpios Rex GEN 3
Reactive Ability: If wounded, at start of turn, Self: increase Speed 25%, 2 attacks, 1 turn.

Skoonasaurus
Reactive Ability: If wounded, during action phase, Self: 100% Critical Chance 1 attack, 1 turn.

Smilonemys
Reactive Ability: If HP 25% or less, at end of turn, Self: increase Speed 50%, 2 attacks, 1 turn.

Spinoconstrictor
Reactive Ability: If opponent of Fierce Class, at end of turn, Self: increase Speed 25%, 2 attacks, 1 turn.

Stygidaryx
Reactive Ability: If damage reduced, at end of turn, Cleanse.

Tenontorex
Reactive Ability: If HP 50% or more, at start of turn, Self: increase damage 10% 2 attacks, 1 turn.

Testacornibus
Reactive Ability: If wounded, at end of turn, Self: increase damage 25% 2 attacks, 1 turn.

Thoradolosaur
Reactive Ability: If currently fielded opponent HP 90% or more, at end of turn, increase damage 15% 2 attacks, 1 turn.

Thylos intrepidus
Reactive Ability: If damage reduced, at end of turn, Fastest Opponent: attack .5x.

Troodoboa
Reactive Ability: If critical reduced, during action phase, Self: increase Speed and Damage 10% and Shields 25% 2 attacks, 1 turn.

Trykosaurus
Reactive Ability: When receiving critical attack, during action phase, Self: increase Armor 10% 2 attacks, 1 turn.

Tuoramoloch
Reactive Ability: If HP 33% or less, at start of turn, Self: increase Speed 25%, 1 attack, 1 turn.

Tyrannometrodon
Reactive Ability: If dealing critical damage, during action phase, Self: increase Speed 10%, 2 attacks, 1 turn.

Utarhinex
Reactive Ability: If slowed, at end of turn, reduce opponent damage 50% 2 attacks, 1 turn.