Awoken Material
6 ★
MP 1 Cost 1
 *1 Experience gain bonus from same element
 *2 Weighted Stat: HP / 10 + ATK / 5 + RCV / 3
Active: None
Fusing this card to another to unlock [Auto-Recover] Latent Awakening.
Grayed out Japanese cards
Latent Awakening Series
Drop Locations for #2210
This card can be obtained by:
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By ✰Castor✰ 5 years ago ( 7.8.1 ) 
Each one autoheals 3% of a card's rcv
OrneryRa 5 years ago ( 8.0.4 ) 
So if I feed five to my Satan, he will autorecover for -1500?
Peterbob in reply to OrneryRa 5 years ago ( 8.0.4 ) 
it does nothing if the monster has less than or equal to 0 recov
bloodwars 4 years ago ( 9.0.3 ) 
these are now 15% of a card's base rcv (not counting rcv +s or imp rcv latents), 5x will auto-heal 75% of base rcv. (411 on mlvl grodin). I'm not sure there are a ton of other good targets.
Guest 4 years ago ( 8.7.0 ) 
this comment thing is useless don't get these auto heals i put three on my monster and heal for twinty nine health
Guest 4 years ago ( 8.7.0 ) 
it's less then 3% my rcv is 530 and i have 3 and heal for 29
By Kalani 5 years ago ( 8.1.1 ) 
Wow, it's actually amazing how garbage this is. At least with the stat awakenings, rcv has its possible uses, and HP is actually a boost almost comparable to what you can get with +eggs if you use them on a very high HP card. But seriously, 3% base rcv auto-heal? That's absolutely abysmal. As someone else pointed out, a team completely full of nothing but the highest RCV cards in the game with full auto-heal latents fully maxed out (the best possible scenario for the highest effectiveness of these latent awakenings) will heal around 900 HP a turn. Less than two normal auto-heal awakenings.

Look at the difference between elemental defense awakenings. No specific stats needed - if you fill out the slots on a card with elemental defense, it matches what a normal element defense awakening would do. That's more reasonable - it means the combined 5 latent slots effectively match up to the power of one normal awakening. In the case of the RCV increase latent, the combined effect of 5 of those can, on some cards, easily overcome what a normal RCV increase awakening would do. All of that seems reasonable to me - too much elemental defense could be overpowered, but extra stats - used wisely - can be a fairly worthwhile improvement to certain cards, without enabling game-breaking potential.

But seriously, they NEED to examine these other latents and find a better compromise. Unlike elemental defense, auto-heal can't be stacked to the point where they make hard dungeons beat themselves. Auto-heal latents should provide a fairly significant amount of healing, similar to the RCV latents. HP and Atk latents should also be a much higher percentage, because as it stands they're both nearly useless given how little of an effect they have. HP is incredibly situational, only really worth anything if you think Satan needs another ~500 HP. And Atk is pointless, unless adding 100 atk to the highest-atk card in the game is a big difference to you. As for movement time, it should add at least twice as much time as it does, if not more. Extra movement time is a way to overcome a lack of skill, not a way to potentially break the difficulty of the game. Nobody who's at the point where they're beefing up teams with latents should really be considering time extend, and given how little it impacts a team's capabilities, 5 latent time-extends should at least match one normal time-extend, if not double it.

I was excited when I first heard about this system because I thought it was going to be a unique way to give a team a little personal touch that plays toward a player's strengths. I'm really disappointed that they've made them so almost universally terrible that the only ones even worth considering are the elemental defense latents. It changes nothing about the game - it just adds more grind as the dungeons start to be designed around the ability for players to build up an extra layer of potential defense.
Poik 4 years ago ( 9.2.1 ) 
These now are 15%. Still minor, but much buffed over before. Enough to change the tide in a few specific scenarios.
Incognito 5 years ago ( 8.4.1 ) 
I agree some balancing is needed especially for the auto heal and I was thinking a 1/5 ratio might work well for balancing (5 latents = 1 regular awakening). looking at it a bit closer I'm wondering if that is fair though since that creates some large differences for a maxed team.

with 1/5...
Orb movement time 0.10-0.50 x5 (2.50 x25)
auto heal................ 100-500 x5.. (2500 x25)
HP increase............. 40-200 x5.... (1000 x25)
ATK increase........... 20-100 x5.... (500 x25)
RCV increase........... 10-50 x5...... (250 x25)
DMG reduction........ 1%-5% x5.... (25% x25) <--- already like this

For them to be truly maxed it would technically be x30 with a friendly leader. Honestly I'm starting to think that just the stat increases and auto heal might need changing to where they don't rely on the monster's base stat to be increased. The orb movement at 2.5 or 3 extra seconds is a huge benefit while 1.25 or 1.5 is still helpful but not a big game changer.

It's hard for me to say they should be buffed because its already an addition to any monster and though it might cost a lot they are coming out with monsters (predras) specifically with leader skills that make them sell for a large amount (500/3,000/10,000) I believe are the 3 amounts that have been released. Not sure if they are/will be farmable in any harder dungeons but its likely since the Latent tamas are.
Guest in reply to Incognito 4 years ago ( 8.7.0 ) 
look how hard the dungeons get at high level you need them to be VERY use full the auto heal one should do 500 per everyone you buy also look how much they cost 1 of them cost 3-4 gods the dungeons get very hard i am not able to beat many legend dungeons with out spending gems and i can't beat the next level up for sure the way these are there useless to get there way over priced i could care less if it was 10,000 gold thats easy to get but 10,000 monster points is to much for these things to be useless its point less to get them
By Poik 4 years ago ( 9.2.1 ) 
Because it hasn't been mentioned in a top level comment here: These have been buffed to 15% of a monsters base RCV. This ignores plus eggs and RCV Latents, but it's still a 5x increase over what it used to be.

On a maxed Grodin, this means it's 82 each, and 205 for all, which is the difference between autohealing up every turn and not on a One Grodin lead cheese run of Khepri on the higher difficulty against Sphinx. It's not much, but for that style of team, it means extra viability.
Lilith 4 years ago ( 9.2.1 ) 
Thank you for making this information easy to find! You are a gentleman/lady and a scholar!
By Luckdragon 5 years ago ( 8.1.1 ) 
one thing I noticed is that while it's 3%, it's 3% of the base, not 3% of the actual RCV after pluses.. i.e. with my pluses I have an RCV of 793 which would be 24 for one , however, I'm only getting 16, which is 3% of the base of 541..
moocow in reply to Wroclai 4 years ago ( 8.6.2 ) 
exactly correct. I put three +RCV latents on awoken amaterasu and she got +82 RCV. That times 10 gives me +820 autoheal when she is my leader.
Doing the math, it looks like the +RCV give 4% of the base RCV. +136 RCV for five latents. Not great even on Awoken Amaterasu, but it's decent given her leader skill.
Wroclai 5 years ago ( 8.1.1 ) 
This is handy to know. Was trying to determine what would be more effective to throw on an Awoken Amatersu, and if these don't count +eggs it's probably better to go for the RCV increase instead of auto-heals.
By Orange 5 years ago ( 8.4.1 ) 
Simply put, these should heal 100hp per latent, 1/5th of a regular Awakening
By Bryggyth 5 years ago ( 7.8.1 ) 
These latent awakenings are... disappointing for how much they cost.
Even with 5 of these on one monster, it is only 15% of the monster's RCV. You will get some HP back every turn, but the price is too high to justify them being so weak. Even for a monster with 1000 RCV, right now each one is only 30 HP. Even with a full team of 1000 RCV monsters with 5 of these, that's only 900 HP back each turn. That's not even 2 normal auto-heal awakenings. I personally think they should be 10% or even 15 - 20%, because it is a pain to save up enough monster points to get them.

Either that, lower the prices, or raise the sell price of monsters.
Last edited by Bryggyth 5 years ago ( 7.8.1 )
探偵 5 years ago ( 8.0.1 ) 
Their cost is not really a problem because they invade at fairly decent rates. However, even if you do manage to get enough of these to fully awaken a card, I highly doubt it'd make a significant difference. Unless it's with the resist awakening tamas, where preemptive strikes are in the 30k range.
Nz@PD in reply to Chronoire2 5 years ago ( 8.0.4 ) 
Ummm, Chronoire, they do invade, but according to your profile, you're only in the 50s, so i guess you can be forgiven for being incorrect ^^. They invade when you reach endgame technical, like legendary hills etc.
mccool37 in reply to Nz@PD 5 years ago ( 8.1.1 ) 
They also apparently invade descended dungeons like Hera-Is.
Chronoire2 in reply to 探偵 5 years ago ( 8.0.4 ) 
This reply has been flagged as spam  Show
By Moldy 5 years ago ( 7.8.1 ) 
I didn't realize that it's a percentage of the monster's RCV.

Even though that makes more sense than what I was thinking, my thought was: "Man, 15% of a monster's HP is still pretty miniscule."

Silly me.
By mic 5 years ago ( 8.1.1 ) 
Dur, I just added one to my hypermaxed Athena thinking, "man, she can really use a little auto heal". Now I get a total of... 0 auto heal. A percent of the base, man what a croc.
By 2Wycked 4 years ago ( 8.6.2 ) 
For all you doubters out there:

I managed to get one of these to invade and drop as a +egg, so I threw it on who I was +297ing at the time. Which turned out to be Awoken Frayr. Now my team auto heals for 4 hp EVERY turn. That could be the difference between life and death [1].

[1] It really, really couldn't.
2Wycked 4 years ago ( 8.7.0 ) 
He heals for 21 hp now. Now I can out heal the damage from those pesky Tamadras!
By Saroth 5 years ago ( 8.1.1 ) 
It is infuriating how worthless the latent awakenings are. I wasted 20000 MP on two of these thinking it would be 1000 autoheal. What garbage.
By Bio 5 years ago ( 8.1.1 ) 
I got really excited for this and sold a lot of special monsters to be able to hypermax my Ars Nova with these. I forgot to do the basic thing and look up what they did beyond the awakening. It heals a grand total of: 22 hp. Per turn. When I have over 10k hp. It literally does not even nudge my health bar. I am so disappointed... I want the gods I sold back :/. I would have more use for them than this trash. At least, until they update and buff it, if they ever do...
By urtoast(F) 5 years ago ( 8.4.1 ) 
L.Metas/Bikini Meta have highest possible RCV. Full team of 6 with 5x Autoheals on each of them heals a total 776.7 HP (before each one gets rounded).

Hello, Satan? I'd like to reserve a special section in hell for the folks at GungHo. ... ... I see, they already had a reservation set aside years ago. Okay, well, thanks anyway.
By OmegaCloud 4 years ago ( 8.4.1 ) 
So i guess i learned the hard way that even with plus eggs on my F/D Ares that this doesnt work... now i have him with useless auto heal skills
Reverb 4 years ago ( 8.6.2 ) 
Well I mean, even if it did take plus eggs into account, you'd still be healing a whopping 5 hp every turn
nash 4 years ago ( 9.0.3 ) 
Luckily you can just fuse any monster with new latent tamadra's and erase useless skills, FIFO order.
By Mügü 4 years ago ( 8.4.1 ) 
As of this writing, the character with the highest auto-healing potential (through awakenings alone, ignore Amaterasu for a moment) is Light Lance God, Odin Dragon with a total of 3135 (3000 from normal awakenings, 135 from latent awakenings.)

Outside of the MP shop, the top five are: Divinized Archangel, Gabriel (2108), Archangel of Annihilation, Michael (2092), Scorching Dragon Angel, Uriel (2091), Seraph of Corruption, Lucifer (2083) and finally Shining Lance Wielder, Odin (2082).

Even on a character like Gabriel, each auto-heal latent awakening just barely adds 1% to his existing auto-healing capabilities. While you might argue that 1% is on-par with the "Improved Attack" latent awakening, attack values can be multiplied through prongs, rows, leader skills, etc., whereas auto-heals cannot.

I guess there's a good reason why this is generally considered to be the worst latent awakening. I suspect that we will see it buffed at some point.
By Mr Wiggles 4 years ago ( 8.6.2 ) 
Just got this and a few other non-damage-reduction latents from the PreDRA urgent dungeon... Man these things are useless. Wish they sold for even 1/10 of their buy MP cost -_-;;
By TieDyeTim 5 years ago ( 8.0.4 ) 
I am assuming these latent awakenings carry over on evo, as normal awakenings do. Can anyone confirm this?
By El Crabbo 4 years ago ( 8.6.2 ) 
I have gotten a couple of these from farming that MP and Latent dungeon, what should I do with them? I feel like they aren't good enough to put on a team but then they will just sit in my box. Is there any use for them, or should I just get rid of them to free up space?
By Espoire 4 years ago ( 8.6.2 ) 
Yeah, these stink. In probably every case, +4% RCV trumps these. So how good would they need to be to see some use? Unlike the +RCV latent, these don't scale with combo count, nor with enhanced hearts, nor with leader skills. If we wanted to make them viable, they'd need to be better than +4% RCV on teams without enhanced hearts and RCV leaders, but worse otherwise (so we don't make +RCV the new pointless one.)

Let's compare to +RCV on an Awoken Shiva team (ignoring for a moment that he totally doesn't need more RCV.) That's a 2.25x RCV leader skill, probably 1.1-1.2x from enhanced hearts, and 2.25-2.75x for 5-7 combo, plus 0.9x-1.3x based on number of heal orbs spawned. This totals to about 6.8x boosted effect from +RCV awakenings, so Auto-Heal should be set somewhere below 4% * 6.8x = 27%.

On a non-RCV multiplier team, we'll still have the combo bonus, but maybe not even enhanced hearts, so basically all teams gain ~2.6x effect for +RCV latents just from combos. Thus, to be par with +RCV in the worst case, Auto-Heal needs to be set to at least 4% * 2.6x = 10%.


Auto-Heal needs to be buffed to at least 10% of RCV to be viable, but less than 27% of RCV to avoid making +RCV latents obsolete.


Players that make more and larger combos will naturally find these less useful relative to +RCV, so even with a significant buff, the sorts of hardcore players that tend to write about the game will still favor other latents. (And at endgame, you only optimize for effective HP anyway, you get enough ATK and healing without latents.)
By XCWarior 4 years ago ( 8.6.2 ) 
So... based on comments about it being a boost to the base RCV before +eggs, L. Meta is one of the best options for this, but its not a good one either way?
By moocow 4 years ago ( 8.6.2 ) 
More and more I find myself throwing latents I get from the predra infestation on monsters I didn't ever plan on putting latents on, just because the latents might as well do something. +resist on my Z dragons might be useful some day, +RCV on awoken amaterasu, time extends on awoken yomi, I have a bunch of +ATK latents and I don't know where to put them. They give such a low bonus I can't see it making any difference. I would rather farm +eggs. At least those don't cost me monster points. Plus, I won't feel stupid if I suddenly come up with an awesome idea for latents and realize I would have to overwrite 5 skill delay resist latents, wasting 150,000 monster points. If I decide I should have +297-ed a different monster, I have two choices: feed the +297 to the other one, or farm more +eggs. It is much faster and cheaper for me to farm +eggs than to farm monster points.

Does anyone have a link to the post that describes exactly what the latents do? I want to see if it is ever worth it to add hp/atk latents.
By Davvinchi 4 years ago ( 8.6.2 ) 
The beauty of these latent awakenings is on a low cost team where I feel bad giving them pluses cause I want the pluses for my main team. I added this to my Fire sprite parrot and my golden fox spirit wolyafa since I didn't want to use them on more powerful cards. Along with a couple green defense latents on Ogre and Gigas, my low cost fire team is a beast.
By Daniel 5 years ago ( 8.1.1 ) 
I thought auto-heal was a flat 500 HP recovery? I was considering buying 5 of these and giving them to my Satan since he has a negatived RCV.
mccool37 5 years ago ( 8.1.1 ) 
The auto-heal awakening is a flat 500, this is a percentage of the monsters base RCV.. It also doesn't work on teams with a RCV total of 0 or less because it's based on percentage on RCV.
Last edited by mccool37 5 years ago ( 8.1.1 )
By Sheldor 4 years ago ( 8.7.0 ) 
Have 3 of these so far on my DA Gabriel. Not a huge upgrade but now he auto heals for 2065 each turn. Couldn't find a better use for auto heals latent then someone that already has a lot of it, and good recovery to boot.
By BryanShin 5 years ago ( 8.0.4 ) 
This post has been flagged as spam  Show
Last edited by BryanShin 5 years ago ( 8.0.4 )
nickjr 5 years ago ( 8.0.4 ) 
Except +297 on one monster gives a HUGE boost (990 HP, 495 ATK, 297 RCV), especially when compared to filling all latent awakening slots for an entire team (unless you're filling those slots with resist or time extend latents, arguably), and it's usually easier to get plus eggs without hurting your teams than MP, even if you bring moolah/magic stones into the equation due to the stamina refill option

I do agree that the latent awakening system is a nice addition, but I don't think the comparison with plus eggs makes much sense...
Last edited by nickjr 5 years ago ( 8.0.4 )
Bio 5 years ago ( 8.1.1 ) 
Please stop spamming this on EVERY latent awakening page... they are trash, and you're just copy-pasting the same thing over and over with two or three words changed. It's *not* a lot, and that's the point of them.
dc in reply to Bio 5 years ago ( 8.1.1 ) 
Thanks Bio!

Bryanshin, again, stop spamming!
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