New EX+ Buddy
Takato Matsuki & Guilmon
The 1.3.1 tables add Takato and Guilmon with permanent Normal Attack Damage and, from 2 stars, an active that lowers every enemy's defensive Normal Attack Damage DOWN stat.
Guilmon is built around Normal Attacks. Equip it before recording My Stats so the permanent passive is already present; its timed active separately removes part of the enemy's defense against Normal Attacks.
Exact details and evidence
- The permanent passive is Normal Attack Damage—not Normal Attack Damage UP.
- From 2 stars, the active is configured for an 8-second duration on an 8-second cooldown and targets all enemies.
- The active subtracts 12, 26, 39, or 48 points from each enemy's Normal Attack Damage DOWN stat. It does not reduce the enemy's outgoing Normal Attack Damage.
- Its possession bonus is ATK Bonus +4%.
- Its banner is configured for September 2–15, 2026: 300 Emerald, a daily 300-Crystal alternative, a daily limit of 10, and a guarantee field of 200.
Configured effects by star range
| Stars | Permanent Normal Attack Damage | All-enemy active | Duration / cooldown |
|---|---|---|---|
| 1★ | +10% | — | — |
| 2–3★ | +26% | −12 points from enemy Normal Attack Damage DOWN | 8s / 8s |
| 4–6★ | +38% | −26 points from enemy Normal Attack Damage DOWN | 8s / 8s |
| 7–9★ | +46% | −39 points from enemy Normal Attack Damage DOWN | 8s / 8s |
| 10★ | +60% | −48 points from enemy Normal Attack Damage DOWN | 8s / 8s |
These are exact Skill/Buff/BuffStat values. The first activation time and Guilmon's basic-attack animation timing are not proven by the tables alone.
Limit: Guilmon is not added to exact Boss Damage Test totals yet. Its basic-hit event timing needs an Addressables/native confirmation, and steady-state uptime must not be mistaken for guaranteed frame-perfect coverage. The server still controls whether the configured banner is live.
Evidence checked
- 1.3.1 SupporterCharacter 205 and Character 11004
- SupporterSkill, Buff, BuffCondition, BuffStat, and PossessionBuff 5037 rows
- Gasha 20004, ResetGoods, StartGoods, and linked reward rows