Anime Vanguards Everything Coming In UPDATE 1 New Codes

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A new storm hits Roblox’s Anime Vanguards with Update 1, bringing fresh elemental mechanics, revamped abilities, and balance tweaks that reshape team strategies across every battlefield.


The Curse Showdown update in AV brings tons of new content, including JJK characters, tournaments, and important changes to this tower defense game. Check the Anime Vanguards update 1 patch notes, including all the important changes below.

Anime Vanguards Update 1: Patch Notes

Update 1 for Anime Vanguards introduces several gameplay adjustments, balance changes, and new elemental mechanics that refine the combat experience. Players can expect improved character abilities, smoother progression, and updated enemy scaling across multiple maps. This patch also adds new features that enhance team coordination, along with quality-of-life updates addressing feedback from the community.

New Features & Additions

  • NEW STORY: Shibuya Station
  • NEW LEGEND STAGE: Shibuya Massacre
  • NEW UNITS:
    • Nazuka (Epic)
    • Inamuki (Legendary)
    • Nobaba (Legendary)
    • Todu (Mythic)
    • Chaso (Mythic)
    • Gujo (Mythic)
    • Jag-o (Mythic)
    • Itaduri… ? (Mythic)
    • Tuji (Exclusive)
    • Julias (Exclusive) (Battle Pass)
    • Mechamar (Exclusive) (Tournament)
    • Mohato (Exclusive) (Toumament)
    • Legendary Super Brolzi (Exclusive) (Leaderboard)
  • New Unit Abilities: Many unique abilities were added for some units in this update, some of which allow you to cycle between two different buffs for the unit, and switch places between two units.
  • UNIT ELEMENTS:
    • Each element will provide your characters with unique buffs!
    • The enemies can have elemental weaknesses (Units with the required element[s] will deal more damage)
    • You can view what an element does by hovering over the element icon in the unit upgrade interface. Additionally, you can also see the description of an element
    • The new Elements are as follows:
      • Fire – Immune to Snare
      • Water – Immune to SPA debuffs
      • Nature – Immune to RNG debuffs
      • Spark – Immune to DMG debuffs
      • Holy – Reduce time of debuffs by 10%
      • Curse – DMG 5% when attacking a boss
      • Unbound – Increases Crit Rate by 5%
      • Blast – Ignore 10% of enemies DMG reduction
      • Cosmic – DMG 10% on placement
      • Passion – Increase dodge chance by 10%
  • Stat Index:
    • Added a button on the stat rerolling interface for opening the stat index window.
    • Stat index will show the upper and lower limits of a statistics tier to your unit’s DMG/SPA/RNG.
  • Stat Transfers:
    • Transferring a stat to another unit has a guaranteed chance of happening, but at the cost of the host unit having everything on it being reset (Talk to Cyan for access).
    • Transferring stats costs gold, and the cost depends on how many stats you would like to transfer (Unit Level, Trait, or Any other stats that you may have not transferred over).
  • Refurbished Enemy Index:
    • We revamped the enemy info display to show more properties for each enemy and is now split into different categories: Overview, Stats, and Mechanics and Metrics.
    • We visually adjusted how the display looks to be clearer, easier to read, and more descriptive.
    • The enemy Stats now show – Overshield Percentage, Stun Duration, Attack Time, Amount of targeted units, and whether or not they transform.
  • Unit-Specific Achievements:
    • Complete these large amounts of new quests per unit, a new source to obtain resources from as more and more units get added.
    • Unit achievements also reward you with unit-specific banners you can use to customize your profile!
    • Some units will require certain quest completions before you are able to evolve them in the future. Unit achievements are shown on the unit view and achievements window.
  • Unit Inventory Expansion:
    • You can now expand your unit inventory space by buying expansion slots using gold.
    • Unit expansion slots are found in the unit window interface and cost 25,000 gold. The price per expansion gets increased by 15,000 each time you buy it (up to 3 times).
    • You get 25 extra unit slots when buying an expansion!
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Tournaments

In addition to fighting waves of new enemies in Shibuya, the developers of Anime Vanguards are here to present you with a brand-new challenge in Tournaments.

“Every week, players will compete against each other on the selected map for exclusive rewards,” said the developers in the official patch notes. You will have access to additional damage modifiers and mechanics to push you to strategize and pick the right units to emerge victorious.

Moreover, Traitless and Trait Enabled tournaments will happen at the same time, giving you two chances to obtain these rewards. There is also a new battle pass bundled in this update.

New Cursed Shop & Gold Shop

The Cursed shop will allow you to exchange Cursed Fingers for rewards that will be immensely helpful in enhancing your newly obtained units to their fullest potential. The Cursed Fingers can be obtained as a rare drop from Infinite Mode in Shibuya Station.

Moreover, you also have a new Gold Shop where you buy more items. These items are limited in stock and reset every day. you can purchase the following items – Essence Stones, Stat Chips, and Unit Exp Food.

New Achievements

The Cursed Showdown update for Anime Vanguards has added new buttons on the achievement interface to switch between normal achievements and unit achievements

  • Train Station Massacre
  • Prideful Prince
  • Shadow Commander
  • Vengeful Prodigy
  • Bird of Hermes
  • Knucklehead Ninja
  • Eyes of Despair
  • Dancer In Battle

Other Changes

Unit Level Cap Increase

  • The unit cap has been increased from 50 to 60!

Damage Typing Rework!

  • There is no more “Physical” or “Magic” type damage. Damage numbers now reflect based on the element of the unit. Example: “Fire” being Orange numbers and “Nature” being green.

Paragon Mode Rework!

  • The behaviors of some cards are now different in Paragon versus in other acts on Nightmare difficulty.
    • They scale slower but pose more of a challenge the more of the same card you pick.
    • Paragon mode is now also Nightmare-only.
  • When entering Paragon, you now pick a starting card first, followed by additive cards.
    • Starting cards do not stack and are chosen once per session, while additive cards stack.

New Format:

  • Starting Cards:
    • Exploding
    • Revitalize
    • Thrice
    • Quake
    • Immunity
    • Champions
  • Additive Cards:
    • Strong
    • Regeneration
    • Shield
    • Speed
    • Dodge
    • Drowsy

Reward Changes (Paragon)

  • 5% more gold and gems for each paragon level cleared.
  • 1 Stat Chip every 5 levels cleared.
  • 1 Super Stat Chip every 8 levels cleared.
  • 3 Trait Rerolls every 10 levels cleared.
  • 3-6 stage XP items (non-scaling).

Leaderboard Interface Rework!

  • Leaderboard viewing has been moved to Profile > Leaderboard.
  • Players’ selected banners are now shown in their player frame.
  • Click on players on the leaderboard to view their profile.
  • Easily switch between Paragon and Infinite leaderboards.
  • Cycle through leaderboards for each stage.
  • End-of-season rewards now visible within the leaderboard interface.
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Unit Evolution Changes!

  • Your unit stat tiers now increase when you evolve them.

Profile Interface Improvements

  • Player Level and Equipped Title are now displayed on the profile interface.
  • Elements are rearranged for a cleaner and more consistent appearance.

Challenge Changes!

  • The Rainbow Stat Chip challenge has been removed.
  • Super Stat Chip was added as a reward to the regular Stat Chip challenge.

Miscellaneous

  • Skip 10 Levels can now be gifted to other players.
  • Units that drop from stages now have a chance to have a trait on drop.

Balancing Changes

  • Blossom’s Medical Chakra: Now reduces status ailments by half (e.g., stun) and removes stat debuffs (e.g., Kisame’s SPA debuff).
  • Infinite Mode Scaling Change:
    • Difficulty increases with each story stage. Bosses are now the primary challenge in Infinite Mode.
  • Notable Boss Nerfs:
    • Shield Statue: Overshield health reduced to 25% (down from 100%).
  • Paragon Base Scaling: Increased enemy health at the start, with more difficulty as cards accumulate.
  • Paragon Card Reworks / New Cards:
    • Revitalize: 7.5% health regeneration.
    • Strong: 10% enemy health per card.
    • Regeneration: Heals 0.4% per second per card.
    • Shield: 1 shield per card.
    • Speed: 5% speed per card.
    • Quake (NEW): Units “Quake” every 5 seconds, stunning nearby units.
    • Immunity (NEW): Immune to crowd control effects (e.g., stun, slow).
    • Champions (NEW): A miniboss spawns every 6 waves.
    • Dodge (NEW): 4% chance to dodge per card.
    • Drowsy (NEW): Unit SPA increases 4% per card.

Improvements & Bug Fixes

  • Better Searching Functionality
    • Added fuzzy searching for UI item searches, so you can spell a few letters wrong and still get correct results.
  • Unit Teams Interface Improvements
    • You can now give a unique name to each of your unit teams!
    • Hovering over unit frames on the team interface now displays their stats.
  • Hover Tooltips Improvements
    • Owned item amount / currency amount now shows on item and currency hover tooltips.
    • Item tooltips now show more details for clearer understanding.
    • Ability tooltips for some units now show more detailed information.
    • Tooltips specify if an ability has a global or local cooldown.
    • Improved hover tooltip appearance animation.
  • Quests Interface Improvements
    • Quest interface layout improved (less cramped, longer quest frames).
    • Timers added for daily and weekly quest resets.
  • Quest Rewards Buffed
    • Increased Battle Pass XP given from quests.
    • Slight increase to gem amounts from weekly and daily quests.
  • Unit Manager Improvements
    • Hovering over a unit now highlights its model (even through walls).
    • Added a dark highlight to indicate if a unit cannot be upgraded.
    • Added a Sell All button to easily sell all placed units in a match.
    • Added a Cancel button to quickly exit the unit manager.
  • Stage Info Improvements
    • View bosses and their stats on the stage info interface.
      • Normal stages show only their specific bosses.
      • Infinite Mode shows all possible bosses.
  • Unit Collection Improvements
    • Hovering over a unit frame now displays its stats.
    • Added rarity filters to the unit collection interface.
  • Miscellaneous Improvements
    • Settings:
      • Automatically Sell Units with Traits (affects rarities below Mythic, if autosell is enabled).
      • Disable Other Players’ Units (units auto-disabled at low graphic levels).
      • Disable Visual Effects (disables trait effects, auras, etc.).
      • Disable Depth of Field (improves performance by reducing distant object blurring).
      • Search bar added to settings interface.
    • View total yen earned by farm units through the upgrade interface.
    • Statistics frame now shows Unit DPS in unit and summon views.
    • Added Claim All button to quests interface.
    • Added Select All Rares/Epics/Legendaries in unit manager for easier selling.
    • Mobile users: Swipe to close stage info or unit manager.
  • Fixed an issue where pressing the profile button twice was required to open it.
  • Fixed players joining paragon stages higher than their level.
  • Fixed damage indicator only showing for the first enemy hit.
  • Fixed big cone AoE indicators rotating incorrectly.
  • Fixed stat reroll window showing incorrect stats if no unit was selected.
  • Fixed item frame max quantity reset in raid shop window after reopening.
  • Fixed memory leak in raid shop window.
  • Fixed UI strokes appearing too thick on smaller resolutions.
  • Fixed damage indicator text stroke not fading properly.
  • Fixed “Show Unit Multipliers” and “Select Unit on Placement” settings not working.
  • Fixed unit trait not displaying in hover interface.
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How do elements interact and stack in combat buffs

Elements in Anime Vanguards interact through a system where units and enemies have specific elemental affinities (e.g., Fire, Water, Spark, Nature, Holy, Curse), providing innate immunities or resistances to certain debuffs while granting bonuses against opposing elements. Matching a unit’s element to an enemy’s weakness deals bonus damage, but elements do not directly cancel each other out-multiple debuffs from different elements can apply simultaneously to a target.​

Buff Interactions

Elemental buffs stack additively when from different sources or types, such as a Fire unit’s burn effect combining with a Water unit’s wet debuff on the same enemy. For instance, Radiance (Holy) and Weakness debuffs both reducing enemy damage appear to stack multiplicatively in practice, severely lowering boss output (e.g., 50% + 40% might yield around 70-90% total reduction, though exact logs are unavailable). Same-element buffs from identical sources do not stack beyond their cap, prioritizing the strongest duration or potency.​

Stacking Mechanics

  • Buffs like Fire’s Snare immunity or Curse’s +5% boss damage apply per unit and stack across your team multiplicatively for overall DPS amplification.

  • Debuffs (e.g., Spark ignoring DMG debuffs) layer without overwriting unless identical, allowing hybrid states like “wet and burning” on foes.​

  • Paragon cards and abilities enhance elemental effects, with team-wide buffs compounding (e.g., multiple Holy units further shorten debuff durations by 10% each).​

List which elemental debuffs can stack together

Elements in Anime Vanguards feature debuffs tied to specific affinities like Fire (Burn/Snare), Water (Wet/SPA debuffs), Spark (DMG debuffs), Nature, Holy (debuff time reduction), and Curse (boss damage amp), which generally stack across different elements without overwriting each other.​

Compatible Stacking Combinations

Most elemental debuffs from distinct elements layer additively or multiplicatively on enemies, enabling hybrid states for amplified effects:

  • Fire (Burn) + Water (Wet) + Spark: Common combo; Burn damage-over-time pairs with Wet slow and Spark ignoring DMG reductions.​

  • Holy + Curse: Holy shortens all debuff durations on foes while Curse boosts boss DPS; stacks team-wide for multiplicative gains.​

  • Nature + any non-conflicting (e.g., no direct Fire cancel): Applies alongside Spark or Water for debuff chaining.​

Non-Stacking Rules

Identical debuffs from the same element (e.g., multiple Fire Burns) do not stack beyond the strongest instance, refreshing duration instead. Enemy elemental weaknesses enhance matching debuffs but don’t prevent cross-element stacking.​

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Jason Venter

Jason Venter has been writing about video games professionally since 2005. When he’s not deep into gaming, he’s busy reading, spinning creative stories, or working on his fantasy novels. Every now and then, he even finds time to catch some sleep.

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