Serene Night Gefion
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Basic Info
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Action Skill
Element
All Enemies
180% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Slow x 3 turns *Only affects Aesir, and Human heroes
Despair *Extends status ailments by 1 turn(s)
Front Enemy Row
160% Water MATK damage *Ignores Counterattacks
MDEF 20% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
Back Enemy Row
160% Water MATK damage *Ignores Counterattacks
DEF 20% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
3 Allies with the highest MATK
Boon *Extends beneficial effects by 1 turn(s)
Master x 3 turns
All Allies
Status Ailment Resistance 50% up x 3 turns
Damage up 30% against airborne enemies x 3 turns
All Enemies
200% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Slow x 3 turns *Only affects Aesir, and Human heroes
Despair *Extends status ailments by 1 turn(s)
Front Enemy Row
180% Water MATK damage *Ignores Counterattacks
MDEF 24% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
Back Enemy Row
180% Water MATK damage *Ignores Counterattacks
DEF 22% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
3 Allies with the highest MATK
Boon *Extends beneficial effects by 1 turn(s)
Master x 3 turns
All Allies
Status Ailment Resistance 50% up x 3 turns
Damage up 30% against airborne enemies x 3 turns
All Enemies
220% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Slow x 3 turns *Only affects Aesir, and Human heroes
Despair *Extends status ailments by 1 turn(s)
Front Enemy Row
200% Water MATK damage *Ignores Counterattacks
MDEF 28% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
Back Enemy Row
200% Water MATK damage *Ignores Counterattacks
DEF 24% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
3 Allies with the highest MATK
Boon *Extends beneficial effects by 1 turn(s)
Master x 3 turns
All Allies
Status Ailment Resistance 50% up x 3 turns
Damage up 30% against airborne enemies x 3 turns
All Enemies
240% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Slow x 3 turns *Only affects Aesir, and Human heroes
Despair *Extends status ailments by 1 turn(s)
Front Enemy Row
220% Water MATK damage *Ignores Counterattacks
MDEF 32% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
Back Enemy Row
220% Water MATK damage *Ignores Counterattacks
DEF 26% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
3 Allies with the highest MATK
Boon *Extends beneficial effects by 1 turn(s)
Master x 3 turns
All Allies
Status Ailment Resistance 50% up x 3 turns
Damage up 30% against airborne enemies x 3 turns
All Enemies
260% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Slow x 3 turns *Only affects Aesir, and Human heroes
Despair *Extends status ailments by 1 turn(s)
Front Enemy Row
240% Water MATK damage *Ignores Counterattacks
MDEF 36% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
Back Enemy Row
240% Water MATK damage *Ignores Counterattacks
DEF 28% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
3 Allies with the highest MATK
Boon *Extends beneficial effects by 1 turn(s)
Master x 3 turns
All Allies
Status Ailment Resistance 50% up x 3 turns
Damage up 30% against airborne enemies x 3 turns
All Enemies
280% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Slow x 3 turns *Only affects Aesir, and Human heroes
Despair *Extends status ailments by 1 turn(s)
Front Enemy Row
260% Water MATK damage *Ignores Counterattacks
MDEF 40% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
Back Enemy Row
260% Water MATK damage *Ignores Counterattacks
DEF 30% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
3 Allies with the highest MATK
Boon *Extends beneficial effects by 1 turn(s)
Master x 3 turns
All Allies
Status Ailment Resistance 50% up x 3 turns
Damage up 30% against airborne enemies x 3 turns
●
Limit Burst
All Allied Parties
Damage up 50% against airborne enemies x 5 turns
3 front Enemies
200% Water MATK damage
3 back Enemies
200% Water MATK damage
3 Enemies with the lowest MDEF
200% Water MATK damage
3 Enemies with the lowest Water Resistance
200% Water MATK damage
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Passive Skill
Self
(Constant) Mist Field Resistance 20% up
Self
(Constant) Mist Field Resistance 40% up
Self
(Constant) Mist Field Resistance 60% up
Self
(Constant) Mist Field Resistance 80% up
Self
(Constant) Mist Field Resistance 100% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 10% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 15% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 20% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 25% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 30% up
All Airborne Enemies
(Opener) Slow x 5 turns
All Allies
(Constant) 10% damage up against Beasts
All Airborne Enemies
(Opener) Slow x 5 turns
All Allies
(Constant) 15% damage up against Beasts
All Airborne Enemies
(Opener) Slow x 5 turns
All Allies
(Constant) 20% damage up against Beasts
All Airborne Enemies
(Opener) Slow x 5 turns
All Allies
(Constant) 25% damage up against Beasts
All Airborne Enemies
(Opener) Slow x 5 turns
All Allies
(Constant) 30% damage up against Beasts
All Allied Aesir
(Constant) Fire Element Resistance 8% up
(Constant) Water Element damage 10% up
All Allied Aesir
(Constant) Fire Element Resistance 11% up
(Constant) Water Element damage 15% up
All Allied Aesir
(Constant) Fire Element Resistance 14% up
(Constant) Water Element damage 20% up
All Allied Aesir
(Constant) Fire Element Resistance 17% up
(Constant) Water Element damage 25% up
All Allied Aesir
(Constant) Fire Element Resistance 20% up
(Constant) Water Element damage 30% up
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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
Magic Orb
Life Orb
Eye Orb
Hide Orb
Fruit Orb
Mage Orb
Technique Orb
Fox Orb
Raven Orb
Steed Orb
Bluefruit Orb
Jester Orb
Technique Orb
Snake Orb
Raven Orb
Steed Orb
Bluefruit Orb
Jester Orb
Knowledge Orb
Fox Orb
Raven Orb
Wyrm Orb
Bluefruit Orb
Noxland Orb
Moon Orb
Wind Orb
Storm Orb
Duskmist Orb
Bluewyrm Orb
Noxsea Orb
Corvus Orb
Pavo Orb
Aquila Orb
Luxeye Orb
Bluewyrm Orb
Noxsea Orb
Corvus Orb
Pavo Orb
Aquila Orb
Noxshell Orb
Bluewyrm Orb
Witch Orb
Glacier Orb
Mercury Orb
Venus Orb
Newmoon Orb
Mermaid Orb
Sage Orb
Aurora Orb
Mars Orb
Neptune Orb
Eclipse Orb
Mermaid Orb
Valor Orb
Miko Orb
Venus Orb
Saturn Orb
Newmoon Orb
Unicorn Orb
King Orb
Pride Orb
Mars Orb
Neptune Orb
Eclipse Orb
Blackwyrm Orb
King Orb
Pride Orb
Mars Orb
Saturn Orb
Eclipse Orb
Whitewyrm Orb
Underworld Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Hourglass Orb
Holywyrm Orb
Underworld Orb
Destructive King Orb
Valorous King Orb
Domination Orb
Hourglass Orb
Unholywyrm Orb
Underworld Orb
Valorous King Orb
Destructive King Orb
Valkyrie Orb
Hourglass Orb
Holywyrm Orb
Underworld Orb
Destructive King Orb
Valorous King Orb
Valkyrie Orb
Resurrection Orb
Holywyrm Orb
Holy Bear Orb (Aesir)
Wicked Bear Orb (Aesir)
Holy Fox Orb (Aesir)
Wicked Fox Orb (Aesir)
Holy Ox Orb (Aesir)
Wicked Ox Orb (Aesir)
Holy Eagle Orb (Aesir)
Wicked Eagle Orb (Aesir)
Holy Hawk Orb (Aesir)
Hunger Orb (Aesir)
Recital Orb (Aesir)
Iceberg Orb (Aesir)
[+] See More
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Normal Attack Element
Element
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Action Skill
Element
All Enemies
180% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Slow x 3 turns *Only affects Aesir, and Human heroes
Despair *Extends status ailments by 1 turn(s)
Front Enemy Row
160% Water MATK damage *Ignores Counterattacks
MDEF 20% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
Back Enemy Row
160% Water MATK damage *Ignores Counterattacks
DEF 20% down x 3 turns
Vortex x 3 turns *Only affects Aesir, and Human heroes
3 Allies with the highest MATK
Boon *Extends beneficial effects by 1 turn(s)
Master x 3 turns
All Allies
Status Ailment Resistance 50% up x 3 turns
Damage up 30% against airborne enemies x 3 turns
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Limit Burst
All Allied Parties
Damage up 50% against airborne enemies x 5 turns
All Allies
Master x 5 turns
3 front Enemies
200% Water MATK damage
3 back Enemies
200% Water MATK damage
3 Enemies with the lowest MDEF
200% Water MATK damage
3 Enemies with the lowest Water Resistance
200% Water MATK damage
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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) MATK 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 4
Self
(Constant) MDEF 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 5
All Allies
(Constant) Fear Resistance 20% up
Self
(Constant) MATK 10% up
Skill Crystal (Water) ×50
Warning Rune (Water) ×1
Arena Token ×500
Friend Token ×500
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Awakening Lv 6
Self
(Constant) MATK 6% 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) MATK 9% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 9
All Allies
(Constant) Fear Resistance 40% up
Self
(Constant) MATK 15% up
Skill Crystal (Water) ×100
Warning Rune (Water) ×2
Arena Token ×500
Friend Token ×500
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Awakening Lv 10
Self
(Constant) MDEF 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 11
Self
(Constant) MATK 12% 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
(Constant) Fear Resistance 60% up
Self
(Constant) MATK 20% up
Skill Crystal (Water) ×150
Warning Rune (Water) ×3
Arena Token ×1000
Friend Token ×1000
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Awakening Lv 14
Self
(Constant) MATK 15% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 15
Self
(Constant) MDEF 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 16
Self
(Constant) MATK 18% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 17
All Allies
(Constant) Fear Resistance 80% up
Self
(Constant) MATK 25% 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) MATK 21% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 20
Self
(Constant) MDEF 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 21
Self
(Constant) MATK 24% 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) MATK 27% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 24
Self
(Constant) MDEF 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 25
Self
(Constant) MATK 30% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 26
All Allies
(Constant) Fear Resistance 100% up
Self
(Constant) MATK 30% up
Skill Crystal (Water) ×300
Warning Rune (Water) ×5
Arena Token ×1500
Guild Token ×1000
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Awakening Lv 27
Self
(Constant) Damage up 10% against grounded enemies
Skill Crystal (Water) ×200
Scion High Rune (Water) ×2
Soul Token ×100
Blacksmith Token ×100000
Guild Token ×2000
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Awakening Lv 28
Self
(Constant) MDEF 18% up
Skill Crystal (Water) ×50
Scion High Rune (Water) ×2
Soul Token ×50
Blacksmith Token ×50000
Guild Token ×200
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Awakening Lv 29
Self
(Constant) MDEF 21% up
Skill Crystal (Water) ×50
Scion High Rune (Water) ×2
Soul Token ×50
Blacksmith Token ×50000
Guild Token ×200
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Awakening Lv 30
Self
(Constant) MDEF 24% up
Skill Crystal (Water) ×50
Scion High Rune (Water) ×2
Soul Token ×50
Blacksmith Token ×50000
Guild Token ×200
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Awakening Lv 31
Self
(Constant) Damage up 15% against grounded enemies
Skill Crystal (Water) ×200
Scion High Rune (Water) ×3
Soul Token ×200
Blacksmith Token ×100000
Guild Token ×3000
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Awakening Lv 32
Self
(Constant) MDEF 27% up
Skill Crystal (Water) ×50
Scion High Rune (Water) ×3
Soul Token ×100
Blacksmith Token ×50000
Guild Token ×200
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Awakening Lv 33
3 Allies with the highest MATK
(Constant) Support Lock Field Resistance 100% up
Skill Crystal (Water) ×250
Scion High Rune (Water) ×3
Soul Token ×100
Blacksmith Token ×50000
Guild Token ×300
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Awakening Lv 34
Self
(Constant) MDEF 30% up
Skill Crystal (Water) ×50
Scion High Rune (Water) ×3
Soul Token ×100
Blacksmith Token ×50000
Guild Token ×300
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Awakening Lv 35
Self
(Constant) Damage up 20% against grounded enemies
Skill Crystal (Water) ×300
Scion High Rune (Water) ×5
Soul Token ×300
Blacksmith Token ×300000
Guild Token ×4000
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Awakening Lv 36
Self
(Constant) Damage up 25% against grounded enemies
Skill Crystal (Water) ×300
Scion High Rune (Water) ×5
Soul Token ×300
Blacksmith Token ×300000
Guild Token ×4000
●
Awakening Lv 37
Self
(Constant) Damage up 30% against grounded enemies
Skill Crystal (Water) ×300
Scion High Rune (Water) ×5
Soul Token ×300
Blacksmith Token ×300000
Guild Token ×4000
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.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
Can unlock the power of heroes of this element.
A special Rune that can unlock even more power. Can be used to call forth even greater powers of this element.
Received for selling soul crystals of heroes promoted to 5☆.
Received for selling gear.
Earned in the Guild.
●
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.