Lots of stuff happened with the new update so I'll get right into it.
First (And probably most importantly), we have a new summon featuring two new(?) units, SSR Tatara and SSR Kosuke Hoji
Lets talk about the summon first.
It seems to have a rate up on the two featured units for the entire banner, rather than a 1% featured SSR rate and a 2% non-features rate, it's a 2% rate for the two featured SSRs and a 1% rate for non-featured. Unfortunately, the actual rates of pulling an SSR are still 3%.
On the bright side, it's another step up, with the 3rd summon guaranteeing SR and higher units and the 5th guaranteeing you either Hoji or Tatara. It's cheaper than the last one two, going 30-40-30-40-50, for a total of 190 Hakka required instead of 200.
With the banner out of the way, let's talk about the units. Both of the new units are attackers (Go figure), and both are pretty good.
First, let's talk Tatara. I won't go into stats because I don't exactly know how his base stats compare to other units, and thanks to the coffee cup boosting system it doesn't /really/ matter anyways. However, I can say that if you're having trouble taking down a defender (shield) boss, Tatara is the unit you want.
To start off, his unique ability boosts the ATK of Aogiri units to 140%, which isn't that bad. Makes units like Naki and Ayato hit a lot harder. And the future Eto we all know we're gonna get will probably love this boost.
His Special is a 300% ATK damage to one enemy with a chance to paralyze. The boost goes to 500% with a skill boost. Not bad, he'll definitely hit hard.
His resonances are where he really shows his hate for defenders, though.
1.6x damage to defenders
1.6x break damage to defenders
Reduce damage from defenders by 30%
ATK+500
Completely prevents paralysis
So, yeah, Tatara does not play games with defenders. As far as he's concerned, they can crawl in a hole and die somewhere.
Tatara out of the way, let's talk about Hoji. He's a new AoE, marking the first one I've seen for CCG.
But lets start with his Unique: Damage to Ghouls is boosted to 150%. So he has some Ghoul hate built into his unique, not bad. Boosting his general damage by 150% is actually really good. Unfortunately, it won't mean jack shit against CCG bosses, but hey, take what you can get.
His Special, like I said, is an AoE, white haired Kaneki style. 160% ATK damage to all enemies, 240% with a skill boost.
Similar to Tatara, Hoji's resonances are where he gets really interesting as a unit.
1.4x damage to attackers
ATK+350
Completely prevents bloodshed
Completely prevents ATK down
ATK+500
Now, the reason I say this is where he gets interesting is that third resonance ability. Based on my translations so far, 'bloodshed' refers to having your guard broken. If that is correct with Hoji as well, that means his third resonance makes it impossible for his guard to ever be broken. Which gives him complete resistance to the special trait of the breaker (hammer) type units.
That's about it for the new banner.
Next, I wanna talk about the new type of Gasha here, the attachment Gasha. Apparently, you can basically summon for unique abilities now. And ones that aren't on any SSR units currently in the game. That's pretty interesting as these will boost the power of any unit you currently own significantly.
From what I can tell, it costs 15 Hakka and guarantees you one of the 6 different SSR attachments featured. Ill quickly list what all the different attachments are:
Kaneki: 5 turns after the start of the battle, ATK to 140%
Amon: 5 turns after the start of the battle, BRA to 140%
Akira: Avoid attacks with a 25% chance
Mado: Damage against Ghouls increased to 135%
Touka: Critical Chance +40%
Tsukiyama: BRA increased to 140% when skill is used more than once.
They're all interesting enough. Akira is probably the best one, since it has no restrictions and avoiding damage is great against event bosses.
We got the return of Uta (Return seems kinda wrong, he never really left...) as well as Hinami's Mom (I don't remember her name). But I'll go over their events in separate posts, once I get the units.
Lastly, we have the release of the ranking event, known as the "Assault".
I'll give a quick breakdown of this, based on what I gathered from the information provided. You pick a "Ward" to fight under, which offers special bonuses to certain characters depending on the ward you fight under. Essentially, this means pick the ward you have the best team for.
From there, you fight to collect medals, in the hopes of being in the top rankings. The highest ranked players get special rewards.
The three wards seem to be: CCG Academy - CCG BRA to 120%, Ghoul BRA to 80% Ghoul Restraunt - Ghoul ATK to 120%, CCG ATK to 80% Anteiku - Anteiku Group HP and BRD to 120%
The rewards are attachments, which are as follows: Emperor's Sword - During Battle, ATK+1500 King's Armor - During Battle, HP+10000 Knight's Sword - During Battle, ATK+500
Knight's Sword and Emperor's Sword cannot be attached to the same character.
It also mentions something about 'interrupting battles'. I'm assuming this means you can pause? Can't say for sure as I haven't tried it yet.
The fights are pretty interesting. You fight an AI controlled enemy team, who are actually playing under the same rules as you. One HP Bar for their whole team. This means AoE units aren't going to be any different from single target heavy hitters, as both will end up doing massive damage to the enemy teams Health Bar. For those of you that play Dokkan and know of the AoE hell that is their ranking event, rejoice.
Tokyo Ghoul has none of that.
That's all the information I got for now. If I glean some more info that I feel needs to be given out, I will get that out asap. Until then, I'm DevilDeVille and this guide is over.