Dawn's Light Buri
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Basic Info
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Action Skill
Element
Self
Light Ring x 3 turns
Agitation
All Allies
Light Reverberation
Light Resonance x 3 turns *Light Element damage 10% up for each Light Element Hero in the party.
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Status Ailment Resistance 50% up x 3 turns
2 Enemies with the lowest Light Resistance
200% Light MATK damage
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
3 Enemies with the highest MATK
200% Light MATK damage
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
All Enemies
180% Light MATK damage
Thunderchain x 3 turns *Only affects Airborne Heroes
Ill Omen *Shortens beneficial effects by 1 turn(s)
Self
Light Ring x 3 turns
Agitation
All Allies
Light Reverberation
Light Resonance x 3 turns *Light Element damage 10% up for each Light Element Hero in the party.
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Status Ailment Resistance 50% up x 3 turns
MATK 6% up x 3 turns
2 Enemies with the lowest Light Resistance
220% Light MATK damage
MDEF 6% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
3 Enemies with the highest MATK
220% Light MATK damage
MDEF 6% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
All Enemies
200% Light MATK damage
Thunderchain x 3 turns *Only affects Airborne Heroes
Ill Omen *Shortens beneficial effects by 1 turn(s)
Self
Light Ring x 3 turns
Agitation
All Allies
Light Reverberation
Light Resonance x 3 turns *Light Element damage 10% up for each Light Element Hero in the party.
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Status Ailment Resistance 50% up x 3 turns
MATK 12% up x 3 turns
2 Enemies with the lowest Light Resistance
240% Light MATK damage
MDEF 12% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
3 Enemies with the highest MATK
240% Light MATK damage
MDEF 12% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
All Enemies
220% Light MATK damage
Thunderchain x 3 turns *Only affects Airborne Heroes
Ill Omen *Shortens beneficial effects by 1 turn(s)
Self
Light Ring x 3 turns
Agitation
All Allies
Light Reverberation
Light Resonance x 3 turns *Light Element damage 10% up for each Light Element Hero in the party.
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Status Ailment Resistance 50% up x 3 turns
MATK 18% up x 3 turns
2 Enemies with the lowest Light Resistance
260% Light MATK damage
MDEF 18% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
3 Enemies with the highest MATK
260% Light MATK damage
MDEF 18% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
All Enemies
240% Light MATK damage
Thunderchain x 3 turns *Only affects Airborne Heroes
Ill Omen *Shortens beneficial effects by 1 turn(s)
Self
Light Ring x 3 turns
Agitation
All Allies
Light Reverberation
Light Resonance x 3 turns *Light Element damage 10% up for each Light Element Hero in the party.
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Status Ailment Resistance 50% up x 3 turns
MATK 24% up x 3 turns
2 Enemies with the lowest Light Resistance
280% Light MATK damage
MDEF 24% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
3 Enemies with the highest MATK
280% Light MATK damage
MDEF 24% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
All Enemies
260% Light MATK damage
Thunderchain x 3 turns *Only affects Airborne Heroes
Ill Omen *Shortens beneficial effects by 1 turn(s)
Self
Light Ring x 3 turns
Agitation
All Allies
Light Reverberation
Light Resonance x 3 turns *Light Element damage 10% up for each Light Element Hero in the party.
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Status Ailment Resistance 50% up x 3 turns
MATK 30% up x 3 turns
2 Enemies with the lowest Light Resistance
300% Light MATK damage
MDEF 30% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
3 Enemies with the highest MATK
300% Light MATK damage
MDEF 30% down x 3 turns
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
All Enemies
280% Light MATK damage
Thunderchain x 3 turns *Only affects Airborne Heroes
Ill Omen *Shortens beneficial effects by 1 turn(s)
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Limit Burst
All Enemies
10% Light ATK/MATK Average damage 20 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
3 back Allies
(Constant) MATK 10% up
3 back Enemies *Only affects Aesir, and Human heroes
(Opener) Thunderchain x 5 turns
3 back Allies
(Constant) MATK 15% up
3 back Enemies *Only affects Aesir, and Human heroes
(Opener) Thunderchain x 5 turns
3 back Allies
(Constant) MATK 20% up
3 back Enemies *Only affects Aesir, and Human heroes
(Opener) Thunderchain x 5 turns
3 back Allies
(Constant) MATK 25% up
3 back Enemies *Only affects Aesir, and Human heroes
(Opener) Thunderchain x 5 turns
3 back Allies
(Constant) MATK 30% up
3 back Enemies *Only affects Aesir, and Human heroes
(Opener) Thunderchain x 5 turns
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest MATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) MATK 8% up
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest MATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) MATK 11% up
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest MATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) MATK 14% up
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest MATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) MATK 17% up
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest MATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) MATK 20% up
All Allies
(Constant) Damage up 10% against airborne enemies
(Opener) Skill Gauge 2% up
All Allies
(Constant) Damage up 15% against airborne enemies
(Opener) Skill Gauge 4% up
All Allies
(Constant) Damage up 20% against airborne enemies
(Opener) Skill Gauge 6% up
All Allies
(Constant) Damage up 25% against airborne enemies
(Opener) Skill Gauge 8% up
All Allies
(Constant) Damage up 30% against airborne enemies
(Opener) Skill Gauge 10% 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
Self
Light Ring x 3 turns
Agitation
All Allies
Light Reverberation
Light Resonance x 3 turns *Light Element damage 10% up for each Light Element Hero in the party.
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Status Ailment Resistance 50% up x 3 turns
2 Enemies with the lowest Light Resistance
200% Light MATK damage
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
3 Enemies with the highest MATK
200% Light MATK damage
Celestial Shot x 3 turns *Only affects Airborne Heroes
Holychain x 3 turns *Only affects Airborne Heroes
All Enemies
180% Light MATK damage
Thunderchain x 3 turns *Only affects Airborne Heroes
Ill Omen *Shortens beneficial effects by 1 turn(s)
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Limit Burst
All Enemies
20% Light MATK damage 15 times
All Allied Parties
MATK 15% up x 5 turns
MDEF 15% up x 5 turns
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Awakening Lv 2
Self
(Constant) HP 3% up
Skill Crystal (Light) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 3
Self
(Constant) MATK 3% up
Skill Crystal (Light) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 4
Self
(Constant) MDEF 3% up
Skill Crystal (Light) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 5
Self
(Opener) EX Action Skill Gauge 100% up*Increases by 30% when in the Arena, Grand Arena, and Colosseum *This effect is active only when 2 Emblems are equipped
(Constant) All Stats 8% up
Skill Crystal (Light) ×50
Savior Rune (Brilliant White) ×1
Arena Token ×500
Friend Token ×500
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Awakening Lv 6
Self
(Constant) MATK 6% up
Skill Crystal (Light) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 7
Self
(Constant) HP 6% up
Skill Crystal (Light) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 8
Self
(Constant) MATK 9% up
Skill Crystal (Light) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 9
Self
(Opener) EX Action Skill Gauge 100% up*Increases by 30% when in the Arena, Grand Arena, and Colosseum *This effect is active only when 2 Emblems are equipped
(Constant) All Stats 11% up
Skill Crystal (Light) ×100
Savior Rune (Brilliant White) ×2
Arena Token ×500
Friend Token ×500
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Awakening Lv 10
Self
(Constant) MDEF 6% up
Skill Crystal (Light) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 11
Self
(Constant) MATK 12% up
Skill Crystal (Light) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 12
Self
(Constant) HP 9% up
Skill Crystal (Light) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 13
Self
(Opener) EX Action Skill Gauge 100% up*Increases by 30% when in the Arena, Grand Arena, and Colosseum *This effect is active only when 2 Emblems are equipped
(Constant) All Stats 14% up
Skill Crystal (Light) ×150
Savior Rune (Brilliant White) ×3
Arena Token ×1000
Friend Token ×1000
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Awakening Lv 14
Self
(Constant) MATK 15% up
Skill Crystal (Light) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 15
Self
(Constant) MDEF 9% up
Skill Crystal (Light) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 16
Self
(Constant) MATK 18% up
Skill Crystal (Light) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 17
Self
(Opener) EX Action Skill Gauge 100% up*Increases by 30% when in the Arena, Grand Arena, and Colosseum *This effect is active only when 2 Emblems are equipped
(Constant) All Stats 17% up
Skill Crystal (Light) ×200
Savior Rune (Brilliant White) ×4
Arena Token ×1000
Guild Token ×500
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Awakening Lv 18
Self
(Constant) HP 12% up
Skill Crystal (Light) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 19
Self
(Constant) MATK 21% up
Skill Crystal (Light) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 20
Self
(Constant) MDEF 12% up
Skill Crystal (Light) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 21
Self
(Constant) MATK 24% up
Skill Crystal (Light) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 22
Self
(Constant) HP 15% up
Skill Crystal (Light) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 23
Self
(Constant) MATK 27% up
Skill Crystal (Light) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 24
Self
(Constant) MDEF 15% up
Skill Crystal (Light) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 25
Self
(Constant) MATK 30% up
Skill Crystal (Light) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 26
Self
(Opener) EX Action Skill Gauge 100% up*Increases by 30% when in the Arena, Grand Arena, and Colosseum *This effect is active only when 2 Emblems are equipped
(Constant) All Stats 20% up
Skill Crystal (Light) ×300
Savior Rune (Brilliant White) ×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 special Rune that can unlock even more power.
Can be used to Awaken eligible heroes.
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 special Rune that can unlock even more power.
Can be used to Awaken eligible heroes.
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 special Rune that can unlock even more power.
Can be used to Awaken eligible heroes.
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 special Rune that can unlock even more power.
Can be used to Awaken eligible heroes.
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 special Rune that can unlock even more power.
Can be used to Awaken eligible heroes.
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.