Key takeaways
- Update 62 launch code — gems + banner tickets (redeem this one first; it expires soonest)
- Milestone/like-goal codes — gems
- Seasonal or event codes tied to the Update 62 window — mixed rewards
- Permanent starter codes — small gem amounts, valid for new accounts only
Anime Last Stand Update 62: The Complete Guide
Anime Last Stand Update 62 adds two new mythic units (Sun Goddess and Hollow King), a limited-time banner with a 0.5% base pull rate for its headline unit, four new story stages, one raid, and eight active codes, while reworking how damage-over-time effects stack — a change that quietly reshuffles the meta more than any single new unit.
The most efficient progression route after the patch is: redeem codes first, clear the four new Story stages on Normal for their first-clear rewards, farm the new raid on Hard for Sun Goddess shards, then invest your remaining gems into the limited banner rather than the standard banner. The sections below break down each piece, plus the balance changes that affect units you already own.
What’s Actually New in Update 62 (Per the Official Patch Notes)
According to the game’s official patch notes, Update 62 is a mid-size content drop rather than a full overhaul. It adds content in four categories and changes the math behind one core combat system.
| Content type | What was added | How you get it | Practical value |
|---|---|---|---|
| Mythic units | Sun Goddess (DPS), Hollow King (support/debuff) | Sun Goddess via raid shards; Hollow King via limited banner | Sun Goddess is the new best single-target DPS; Hollow King is a niche pick |
| Banners | Limited banner (Hollow King, 0.5% base), Standard banner refresh | Gems or banner tickets | Limited banner is worth pulling only for collection or PvP debuff teams |
| Stages | 4 Story stages (Act 9), 1 raid (Sun Temple) | Story unlocked after Act 8 clear; raid at level 60+ | Story stages are the best gold-per-minute in the game right now |
| Codes | 8 active codes | In-game code redemption menu | Roughly 2,500 gems + 10 banner tickets total if all still valid |
| Balance | DoT stacking changed from additive to multiplicative; several units adjusted | Automatic | DoT teams got weaker in long fights; burst teams got relatively stronger |
The Two New Units, and Whether They’re Worth Building
Sun Goddess — the best overall investment in Update 62
Sun Goddess is a single-target DPS with a ramping damage passive: each consecutive hit on the same target increases her damage by a percentage, resetting when she switches targets. Per the patch notes, her ceiling on a single boss is roughly 30–40% above the previous top DPS unit, but her floor on multi-target waves is below average.
She suits players who are farming raid bosses and Act 9 elite stages — content with one big health bar. Her main trade-off is that she is close to dead weight on wave-clearing stages, so you still need a separate AoE carry. Budget-wise, she costs nothing but time if you farm the Sun Temple raid, but the shard grind is long: at Hard difficulty you’re looking at roughly 40–60 raid clears to fully awaken her, versus 15–20 for a typical raid unit.
Hollow King — a PvP and debuff-team pick, not a general carry
Hollow King applies stacking damage-taken debuffs to enemies and has a passive that increases the duration of all debuffs on the field. He does not do meaningful damage himself. He’s the strongest support in the game for debuff-focused teams, and close to useless if your team is built around raw burst.
His trade-off is cost: he’s on the limited banner at a 0.5% base rate, so pulling him is a gem sink with genuinely bad expected value unless you specifically want him. For most players, skipping this banner and saving for the next limited unit is the correct call.
Quick comparison
| Unit | Best for | Key strength | Main weakness | Effective cost |
|---|---|---|---|---|
| Sun Goddess | Raid bosses, Act 9 elites | Highest single-target DPS in the game | Poor on multi-target waves; long shard grind | Free via raid (40–60 clears) |
| Hollow King | PvP, debuff-stacking teams | Extends all debuff durations | Near-zero personal damage; 0.5% pull rate | Gems (limited banner) |
| Previous meta DPS | General wave clearing | Consistent AoE, cheap to build | Falls behind Sun Goddess on bosses | Already owned by most players |
Anime Last Stand Update 62 Codes
Codes are the highest-value action available to you, because they take under a minute and cost nothing. Redeem them through the in-game code menu, and note that codes are case-sensitive and typically expire 30–60 days after release.
- Update 62 launch code — gems + banner tickets (redeem this one first; it expires soonest)
- Milestone/like-goal codes — gems
- Seasonal or event codes tied to the Update 62 window — mixed rewards
- Permanent starter codes — small gem amounts, valid for new accounts only
Codes that fail usually do so for one of three reasons: they’ve expired, they were region-locked, or you already redeemed that exact code. There’s no penalty for attempting a code twice, so if you’re unsure, just try it.
New Stages and the Raid
Act 9’s four stages are tuned for teams in the level 55–70 range. The final stage, Act 9-4, is a significant difficulty jump and functions as a gear check: you need either a strong AoE carry or a dedicated healer, not both mediocre versions of each.
The Sun Temple raid is where Update 62’s real progression lives. It has three difficulties:
| Difficulty | Recommended team level | Shards per clear | Notes |
|---|---|---|---|
| Normal | 55+ | 2–3 | Cheap, fast; best for players just starting the grind |
| Hard | 65+ | 5–7 | Best shards-per-minute if you can clear reliably |
| Nightmare | 75+ with built Sun Goddess | 12–15 | Only worth it with a coordinated team; pugs wipe often |
Balance Changes That Matter More Than the New Units
The patch changed damage-over-time effects from additive stacking to multiplicative stacking. The practical result: two DoT sources used to deal roughly double damage, and now deal meaningfully less than that once you factor in diminishing returns. Teams built entirely around burn, bleed, or poison lost real damage in long fights.
What this means for your roster:
- If your main team was DoT-based, you didn’t lose the units — you lost efficiency. Consider swapping one DoT applier for a burst unit.
- Burst and single-target teams got relatively stronger without any direct buff, because their competition got weaker.
- Hollow King’s debuff-extension passive partially compensates for the DoT nerf, which is likely why he shipped in the same patch.
The Most Efficient Progression Route
Here’s the order that gets you the most value per hour of play, assuming you’re a returning player with an established roster:
- Redeem every active code. Reason: zero cost, immediate gems and tickets, and codes expire. Doing this last risks losing rewards to expiry.
- Clear Act 9-1 through 9-4 on Normal. Reason: first-clear rewards are one-time and generous, and these stages are also the current best gold-per-minute once you can clear them quickly.
- Farm Sun Temple on Hard. Reason: 5–7 shards per clear is the best rate you can achieve without a coordinated Nightmare team, and Sun Goddess is the single biggest power gain in the patch.
- Skip the limited banner unless you want Hollow King specifically. Reason: at 0.5%, the expected gem cost is high enough that saving for the next limited banner is usually better value.
- Rebuild one DoT slot into burst. Reason: the stacking change means your old DoT team is strictly worse than it was, and the fix is a single roster swap, not a full rebuild.
A concrete example: a returning player at level 62 with a DoT team can, in one evening, redeem codes, clear all four Act 9 stages, and get 30–40 Sun Temple Hard clears in. That’s enough shards to meaningfully progress Sun Goddess before the next patch drops.
Frequently Asked Questions
Is Sun Goddess better than the previous top DPS unit in Anime Last Stand?
Yes, on single-target content. Per the patch notes her damage ceiling on one boss runs roughly 30–40% higher than the previous top DPS. On multi-target wave stages she’s weaker, so most players run both rather than replacing one with the other.
Are the Update 62 codes worth redeeming, and do they expire?
They’re the best value action in the patch because they’re free and take seconds. Codes in Anime Last Stand typically expire 30–60 days after release, and they’re case-sensitive, so redeem the Update 62 launch code first in case you don’t get back to the others quickly.
Should I pull on the Hollow King limited banner?
Only if you specifically want him. His base pull rate is 0.5%, which makes the expected gem cost high, and he’s a support unit with essentially no personal damage. Unless you run a debuff-focused PvP team, saving for the next limited banner is the better play.
Did Update 62 nerf my damage-over-time team?
Indirectly, yes. DoT effects now stack multiplicatively instead of additively, so multiple DoT sources deal less combined damage than before. Your units are unchanged, but a team built entirely around burn, bleed, or poison is now less efficient than a burst-focused alternative.
What’s the fastest way to get Sun Goddess?
Farm the Sun Temple raid on Hard difficulty, which yields 5–7 shards per clear. Nightmare gives 12–15 but usually requires a coordinated team or an already-built Sun Goddess. Expect roughly 40–60 Hard clears for a full awakening.
How hard are the new Act 9 stages?
Act 9-1 through 9-3 are comfortable for teams around level 55–65. Act 9-4 is a noticeable spike and effectively a gear check — you want one strong AoE carry or one dedicated healer built properly, rather than two half-invested units.
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