Sunny Flower Dinavia
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Basic Info
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Action Skill
Element
Self
Shadow Clone x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
150% Water ATK Damage Counterattack x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Skill Gauge 20% up
Damage up 40% against airborne enemies x 3 turns
All Enemies
150% Water ATK damage *Ignores Barriers
Water Wound x3 times x 3 turns
Thunderchain x 3 turns *Only affects Grounded Heroes
Vortex x 3 turns *Only affects Grounded Heroes
3 Enemies with the lowest HP
150% Water ATK damage *Ignores Barriers
Water Element Resistance 20% down x 3 turns
Front Enemy
150% Water ATK damage *Ignores Barriers
Self
Shadow Clone x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
150% Water ATK Damage Counterattack x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Skill Gauge 22% up
Damage up 40% against airborne enemies x 3 turns
All Enemies
170% Water ATK damage *Ignores Barriers
Water Wound x3 times x 3 turns
Thunderchain x 3 turns *Only affects Grounded Heroes
Vortex x 3 turns *Only affects Grounded Heroes
DEF 5% down x 3 turns
3 Enemies with the lowest HP
170% Water ATK damage *Ignores Barriers
Water Element Resistance 20% down x 3 turns
Front Enemy
170% Water ATK damage *Ignores Barriers
Self
Shadow Clone x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
150% Water ATK Damage Counterattack x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Skill Gauge 24% up
Damage up 40% against airborne enemies x 3 turns
All Enemies
190% Water ATK damage *Ignores Barriers
Water Wound x3 times x 3 turns
Thunderchain x 3 turns *Only affects Grounded Heroes
Vortex x 3 turns *Only affects Grounded Heroes
DEF 10% down x 3 turns
3 Enemies with the lowest HP
190% Water ATK damage *Ignores Barriers
Water Element Resistance 20% down x 3 turns
Front Enemy
190% Water ATK damage *Ignores Barriers
Self
Shadow Clone x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
150% Water ATK Damage Counterattack x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Skill Gauge 26% up
Damage up 40% against airborne enemies x 3 turns
All Enemies
210% Water ATK damage *Ignores Barriers
Water Wound x3 times x 3 turns
Thunderchain x 3 turns *Only affects Grounded Heroes
Vortex x 3 turns *Only affects Grounded Heroes
DEF 15% down x 3 turns
3 Enemies with the lowest HP
210% Water ATK damage *Ignores Barriers
Water Element Resistance 20% down x 3 turns
Front Enemy
210% Water ATK damage *Ignores Barriers
Self
Shadow Clone x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
150% Water ATK Damage Counterattack x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Skill Gauge 28% up
Damage up 40% against airborne enemies x 3 turns
All Enemies
230% Water ATK damage *Ignores Barriers
Water Wound x3 times x 3 turns
Thunderchain x 3 turns *Only affects Grounded Heroes
Vortex x 3 turns *Only affects Grounded Heroes
DEF 20% down x 3 turns
3 Enemies with the lowest HP
230% Water ATK damage *Ignores Barriers
Water Element Resistance 20% down x 3 turns
Front Enemy
230% Water ATK damage *Ignores Barriers
Self
Shadow Clone x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
150% Water ATK Damage Counterattack x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Skill Gauge 30% up
Damage up 40% against airborne enemies x 3 turns
All Enemies
250% Water ATK damage *Ignores Barriers
Water Wound x3 times x 3 turns
Thunderchain x 3 turns *Only affects Grounded Heroes
Vortex x 3 turns *Only affects Grounded Heroes
DEF 25% down x 3 turns
3 Enemies with the lowest HP
250% Water ATK damage *Ignores Barriers
Water Element Resistance 20% down x 3 turns
Front Enemy
250% Water ATK damage *Ignores Barriers
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Limit Burst
All Enemies
40% Water ATK/MATK Average damage 5 times
All Allied Parties
DEF 10% up x 5 turns
MDEF 10% up x 5 turns
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Passive Skill
Self
(Constant) Lost Field Resistance 20% up
Self
(Constant) Lost Field Resistance 40% up
Self
(Constant) Lost Field Resistance 60% up
Self
(Constant) Lost Field Resistance 80% up
Self
(Constant) Lost Field Resistance 100% up
All Allies
(Constant) Damage up 10% against airborne enemies
All Enemies
(Opener) DEF 3% down x 15 turns
(Opener) MDEF 3% down x 15 turns
All Allies
(Constant) Damage up 15% against airborne enemies
All Enemies
(Opener) DEF 6% down x 15 turns
(Opener) MDEF 6% down x 15 turns
All Allies
(Constant) Damage up 20% against airborne enemies
All Enemies
(Opener) DEF 9% down x 15 turns
(Opener) MDEF 9% down x 15 turns
All Allies
(Constant) Damage up 25% against airborne enemies
All Enemies
(Opener) DEF 12% down x 15 turns
(Opener) MDEF 12% down x 15 turns
All Allies
(Constant) Damage up 30% against airborne enemies
All Enemies
(Opener) DEF 15% down x 15 turns
(Opener) MDEF 15% down x 15 turns
All Allied Water Element Heroes
(Constant) Water Element damage 10% up
(Constant) 20% damage up against Aesir
All Allied Water Element Heroes
(Constant) Water Element damage 15% up
(Constant) 25% damage up against Aesir
All Allied Water Element Heroes
(Constant) Water Element damage 20% up
(Constant) 30% damage up against Aesir
All Allied Water Element Heroes
(Constant) Water Element damage 25% up
(Constant) 35% damage up against Aesir
All Allied Water Element Heroes
(Constant) Water Element damage 30% up
(Constant) 40% damage up against Aesir
All Allies
(Opener) Quick x 5 turns
(Constant) ATK 8% up
(Constant) MATK 8% up
All Enemies
(Opener) Barrier Seal x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) ATK 11% up
(Constant) MATK 11% up
All Enemies
(Opener) Barrier Seal x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) ATK 14% up
(Constant) MATK 14% up
All Enemies
(Opener) Barrier Seal x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) ATK 17% up
(Constant) MATK 17% up
All Enemies
(Opener) Barrier Seal x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) ATK 20% up
(Constant) MATK 20% up
All Enemies
(Opener) Barrier Seal x 5 turns
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Stats
*Maxes for 1 are at 5★, max level, and max Purple grade. Supercharge values are not included.
*Maxes for 2 are at 5★, max level, and Yellow grade. Supercharge values are not included.
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Elemental Resistance
▲PAGE TOP
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Orbs Needed
Earth Orb
Power Orb
Life Orb
Fang Orb
Hide Orb
Fruit Orb
Warrior Orb
Technique Orb
Bear Orb
Lizard Orb
Colt Orb
Redfruit Orb
Jester Orb
Technique Orb
Bull Orb
Butterfly Orb
Colt Orb
Redfruit Orb
Jester Orb
Knowledge Orb
Bear Orb
Lizard Orb
Wyrm Orb
Redfruit Orb
Luxland Orb
Sun Orb
Spring Orb
Thunder Orb
Dawnmist Orb
Redwyrm Orb
Luxland Orb
Hircus Orb
Pavo Orb
Anguis Orb
Luxfang Orb
Redwyrm Orb
Luxland Orb
Hircus Orb
Pavo Orb
Anguis Orb
Noxshell Orb
Redwyrm Orb
Paladin Orb
Lava Orb
Mars Orb
Saturn Orb
Newmoon Orb
Phoenix Orb
Berserker Orb
Wave Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Phoenix Orb
Valor Orb
Samurai Orb
Saturn Orb
Neptune Orb
Newmoon Orb
Unicorn Orb
Champion Orb
Lust Orb
Mars Orb
Neptune Orb
Eclipse Orb
Whitewyrm Orb
Champion Orb
Lust Orb
Mars Orb
Saturn Orb
Newmoon Orb
Blackwyrm Orb
Space Time Orb
Brave Orb
Swordmaster Orb
Valkyrie Orb
Hourglass Orb
Holywyrm Orb
Space Time Orb
Swordmaster Orb
Brave Orb
Valkyrie Orb
Goddess Orb
Unholywyrm Orb
Space Time Orb
Swordmaster Orb
Brave Orb
Goddess Orb
Hourglass Orb
Unholywyrm Orb
Space Time Orb
Brave Orb
Swordmaster Orb
Valkyrie Orb
Domination Orb
Holywyrm Orb
Wicked Hawk Orb (Therian)
Holy Wolf Orb (Therian)
Wicked Wolf Orb (Therian)
Holy Boar Orb (Therian)
Holy Butterfly Orb (Therian)
Shell Orb (Therian)
Holy Eagle Orb (Therian)
Wicked Eagle Orb (Therian)
Holy Hawk Orb (Therian)
Hunger Orb (Therian)
Recital Orb (Therian)
Iceberg Orb (Therian)
[+] See More
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Normal Attack Element
Element
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Action Skill
Element
Self
Shadow Clone x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
150% Water ATK Damage Counterattack x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Skill Gauge 20% up
Damage up 40% against airborne enemies x 3 turns
All Enemies
150% Water ATK damage *Ignores Barriers
Water Wound x3 times x 3 turns
Thunderchain x 3 turns *Only affects Grounded Heroes
Vortex x 3 turns *Only affects Grounded Heroes
3 Enemies with the lowest HP
150% Water ATK damage *Ignores Barriers
Water Element Resistance 20% down x 3 turns
Front Enemy
150% Water ATK damage *Ignores Barriers
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Limit Burst
All Enemies
20% Water ATK damage 15 times
All Allied Parties
ATK 15% up x 5 turns
DEF 15% up x 5 turns
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Awakening Lv 2
Self
(Constant) HP 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 3
Self
(Constant) ATK 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 4
Self
(Constant) DEF 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 5
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Windchain Resistance 20% up
Skill Crystal (Water) ×50
Warning Rune (Water) ×1
Arena Token ×500
Friend Token ×500
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Awakening Lv 6
Self
(Constant) EVA 3% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 7
Self
(Constant) HP 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 8
Self
(Constant) ATK 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 9
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Windchain Resistance 35% up
Skill Crystal (Water) ×100
Warning Rune (Water) ×2
Arena Token ×500
Friend Token ×500
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Awakening Lv 10
Self
(Constant) DEF 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 11
Self
(Constant) EVA 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 12
Self
(Constant) HP 9% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 13
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Windchain Resistance 50% up
Skill Crystal (Water) ×150
Warning Rune (Water) ×3
Arena Token ×1000
Friend Token ×1000
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Awakening Lv 14
Self
(Constant) ATK 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 15
Self
(Constant) DEF 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 16
Self
(Constant) EVA 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 17
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Windchain Resistance 65% up
Skill Crystal (Water) ×200
Warning Rune (Water) ×4
Arena Token ×1000
Guild Token ×500
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Awakening Lv 18
Self
(Constant) HP 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 19
Self
(Constant) ATK 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 20
Self
(Constant) DEF 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 21
Self
(Constant) EVA 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 22
Self
(Constant) HP 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 23
Self
(Constant) ATK 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 24
Self
(Constant) DEF 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 25
Self
(Constant) EVA 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 26
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Windchain Resistance 80% up
Skill Crystal (Water) ×300
Warning Rune (Water) ×5
Arena Token ×1500
Guild Token ×1000
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
A Rune earned in the "Ofnir Strikes!" Connect Battle. Can be used to Awaken heroes into this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
A Rune earned in the "Ofnir Strikes!" Connect Battle. Can be used to Awaken heroes into this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
A Rune earned in the "Ofnir Strikes!" Connect Battle. Can be used to Awaken heroes into this element.
Earned in the Arena.
Earned when you hire a mercenary hero and when your mercenary hero is hired.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
A Rune earned in the "Ofnir Strikes!" Connect Battle. Can be used to Awaken heroes into this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
A Rune earned in the "Ofnir Strikes!" Connect Battle. Can be used to Awaken heroes into this element.
Earned in the Arena.
Earned in the Guild.
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Elemental Resistance
* The Valkypedia is not updated in real time so new information may not appear immediately. See in-game for the latest info.
* The possibility of error exists on this page. Ateam cannot be held responsible for loss incurred by referring to the Valkypedia.