Heavenly Queen Mariana
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Basic Info
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Action Skill
Element
All Enemies
Status Ailment Resistance 50% down x 3 turns<[Ascension Condition ] Inflict a total of at least 150000 Water damage> *Can be set at Ascension Lv 5 or higher
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
200% Water MATK damage *Ignores Shields *Ignores Barriers
DEF 30% down x 3 turns
MDEF 30% down x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Skill Gauge 20% up<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 3 or higher
Skill Gauge Down Nullified x 3 turns<[Ascension Condition ] Use Water Auto Skills 5 or more times> *Can be set at Ascension Lv 5 or higher
Stat Debuffs Nullified x 3 turns
Agitation
Resolute x 3 turns
Shadow Clone x 3 turns<[Ascension Condition ] Use Water Auto Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Self
Water Ripple x 3 turns<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
4 front Enemies
200% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns*Ignores Grace
Ice Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Celestial Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes<[Ascension Condition ] Inflict a total of at least 50000 Water damage> *Can be set at Ascension Lv 4 or higher
Water Element Resistance 50% down x 3 turns
Ill Omen *Shortens beneficial effects by 1 turn(s)
3 front Enemies
120% Water MATK damage *Ignores Shields *Ignores Barriers
2 front Enemies
130% Water MATK damage *Ignores Shields *Ignores Barriers
Front Enemy
140% Water MATK damage *Ignores Shields *Ignores Barriers
[On Grace]Self
Skill Gauge 20% up
Master x 2 turns
Frenzy x 2 turns
[On Grace]All Enemies
Despair *Extends status ailments by 1 turn(s)*Ignores Grace
All Enemies
Status Ailment Resistance 50% down x 3 turns<[Ascension Condition ] Inflict a total of at least 150000 Water damage> *Can be set at Ascension Lv 5 or higher
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
220% Water MATK damage *Ignores Shields *Ignores Barriers
DEF 31% down x 3 turns
MDEF 31% down x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Skill Gauge 22% up<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 3 or higher
Skill Gauge Down Nullified x 3 turns<[Ascension Condition ] Use Water Auto Skills 5 or more times> *Can be set at Ascension Lv 5 or higher
Stat Debuffs Nullified x 3 turns
Agitation
Resolute x 3 turns
Shadow Clone x 3 turns<[Ascension Condition ] Use Water Auto Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Self
Water Ripple x 3 turns<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
4 front Enemies
220% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns*Ignores Grace
Ice Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Celestial Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes<[Ascension Condition ] Inflict a total of at least 50000 Water damage> *Can be set at Ascension Lv 4 or higher
Water Element Resistance 50% down x 3 turns
Ill Omen *Shortens beneficial effects by 1 turn(s)
3 front Enemies
140% Water MATK damage *Ignores Shields *Ignores Barriers
2 front Enemies
150% Water MATK damage *Ignores Shields *Ignores Barriers
Front Enemy
160% Water MATK damage *Ignores Shields *Ignores Barriers
[On Grace]Self
Skill Gauge 20% up
Master x 2 turns
Frenzy x 2 turns
[On Grace]All Enemies
Despair *Extends status ailments by 1 turn(s)*Ignores Grace
All Enemies
Status Ailment Resistance 50% down x 3 turns<[Ascension Condition ] Inflict a total of at least 150000 Water damage> *Can be set at Ascension Lv 5 or higher
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
240% Water MATK damage *Ignores Shields *Ignores Barriers
DEF 32% down x 3 turns
MDEF 32% down x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Skill Gauge 24% up<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 3 or higher
Skill Gauge Down Nullified x 3 turns<[Ascension Condition ] Use Water Auto Skills 5 or more times> *Can be set at Ascension Lv 5 or higher
Stat Debuffs Nullified x 3 turns
Agitation
Resolute x 3 turns
Shadow Clone x 3 turns<[Ascension Condition ] Use Water Auto Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Self
Water Ripple x 3 turns<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
4 front Enemies
240% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns*Ignores Grace
Ice Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Celestial Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes<[Ascension Condition ] Inflict a total of at least 50000 Water damage> *Can be set at Ascension Lv 4 or higher
Water Element Resistance 50% down x 3 turns
Ill Omen *Shortens beneficial effects by 1 turn(s)
3 front Enemies
160% Water MATK damage *Ignores Shields *Ignores Barriers
2 front Enemies
170% Water MATK damage *Ignores Shields *Ignores Barriers
Front Enemy
180% Water MATK damage *Ignores Shields *Ignores Barriers
[On Grace]Self
Skill Gauge 20% up
Master x 2 turns
Frenzy x 2 turns
[On Grace]All Enemies
Despair *Extends status ailments by 1 turn(s)*Ignores Grace
All Enemies
Status Ailment Resistance 50% down x 3 turns<[Ascension Condition ] Inflict a total of at least 150000 Water damage> *Can be set at Ascension Lv 5 or higher
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
260% Water MATK damage *Ignores Shields *Ignores Barriers
DEF 33% down x 3 turns
MDEF 33% down x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Skill Gauge 26% up<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 3 or higher
Skill Gauge Down Nullified x 3 turns<[Ascension Condition ] Use Water Auto Skills 5 or more times> *Can be set at Ascension Lv 5 or higher
Stat Debuffs Nullified x 3 turns
Agitation
Resolute x 3 turns
Shadow Clone x 3 turns<[Ascension Condition ] Use Water Auto Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Self
Water Ripple x 3 turns<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
4 front Enemies
260% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns*Ignores Grace
Ice Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Celestial Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes<[Ascension Condition ] Inflict a total of at least 50000 Water damage> *Can be set at Ascension Lv 4 or higher
Water Element Resistance 50% down x 3 turns
Ill Omen *Shortens beneficial effects by 1 turn(s)
3 front Enemies
180% Water MATK damage *Ignores Shields *Ignores Barriers
2 front Enemies
190% Water MATK damage *Ignores Shields *Ignores Barriers
Front Enemy
200% Water MATK damage *Ignores Shields *Ignores Barriers
[On Grace]Self
Skill Gauge 20% up
Master x 2 turns
Frenzy x 2 turns
[On Grace]All Enemies
Despair *Extends status ailments by 1 turn(s)*Ignores Grace
All Enemies
Status Ailment Resistance 50% down x 3 turns<[Ascension Condition ] Inflict a total of at least 150000 Water damage> *Can be set at Ascension Lv 5 or higher
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
280% Water MATK damage *Ignores Shields *Ignores Barriers
DEF 34% down x 3 turns
MDEF 34% down x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Skill Gauge 28% up<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 3 or higher
Skill Gauge Down Nullified x 3 turns<[Ascension Condition ] Use Water Auto Skills 5 or more times> *Can be set at Ascension Lv 5 or higher
Stat Debuffs Nullified x 3 turns
Agitation
Resolute x 3 turns
Shadow Clone x 3 turns<[Ascension Condition ] Use Water Auto Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Self
Water Ripple x 3 turns<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
4 front Enemies
280% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns*Ignores Grace
Ice Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Celestial Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes<[Ascension Condition ] Inflict a total of at least 50000 Water damage> *Can be set at Ascension Lv 4 or higher
Water Element Resistance 50% down x 3 turns
Ill Omen *Shortens beneficial effects by 1 turn(s)
3 front Enemies
200% Water MATK damage *Ignores Shields *Ignores Barriers
2 front Enemies
210% Water MATK damage *Ignores Shields *Ignores Barriers
Front Enemy
220% Water MATK damage *Ignores Shields *Ignores Barriers
[On Grace]Self
Skill Gauge 20% up
Master x 2 turns
Frenzy x 2 turns
[On Grace]All Enemies
Despair *Extends status ailments by 1 turn(s)*Ignores Grace
All Enemies
Status Ailment Resistance 50% down x 3 turns<[Ascension Condition ] Inflict a total of at least 150000 Water damage> *Can be set at Ascension Lv 5 or higher
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
300% Water MATK damage *Ignores Shields *Ignores Barriers
DEF 35% down x 3 turns
MDEF 35% down x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Skill Gauge 30% up<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 3 or higher
Skill Gauge Down Nullified x 3 turns<[Ascension Condition ] Use Water Auto Skills 5 or more times> *Can be set at Ascension Lv 5 or higher
Stat Debuffs Nullified x 3 turns
Agitation
Resolute x 3 turns
Shadow Clone x 3 turns<[Ascension Condition ] Use Water Auto Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Self
Water Ripple x 3 turns<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 1 or higher
4 front Enemies
300% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns*Ignores Grace
Ice Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Celestial Shot x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes<[Ascension Condition ] Inflict a total of at least 50000 Water damage> *Can be set at Ascension Lv 4 or higher
Water Element Resistance 50% down x 3 turns
Ill Omen *Shortens beneficial effects by 1 turn(s)
3 front Enemies
220% Water MATK damage *Ignores Shields *Ignores Barriers
2 front Enemies
230% Water MATK damage *Ignores Shields *Ignores Barriers
Front Enemy
240% Water MATK damage *Ignores Shields *Ignores Barriers
[On Grace]Self
Skill Gauge 20% up
Master x 2 turns
Frenzy x 2 turns
[On Grace]All Enemies
Despair *Extends status ailments by 1 turn(s)*Ignores Grace
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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
Ally 1 from the front
(Opener) Master x 3 turns
(Constant) Damage up 20% against airborne enemies
Ally 5 from the front
(Opener) Master x 3 turns
(Constant) Damage up 20% against airborne enemies
Self
(Opener) Master x 3 turns
(Constant) HP 10% up
Ally 1 from the front
(Opener) Master x 3 turns
(Constant) Damage up 25% against airborne enemies
Ally 5 from the front
(Opener) Master x 3 turns
(Constant) Damage up 25% against airborne enemies
Self
(Opener) Master x 3 turns
(Constant) HP 15% up
Ally 1 from the front
(Opener) Master x 3 turns
(Constant) Damage up 30% against airborne enemies
Ally 5 from the front
(Opener) Master x 3 turns
(Constant) Damage up 30% against airborne enemies
Self
(Opener) Master x 3 turns
(Constant) HP 20% up
Ally 1 from the front
(Opener) Master x 3 turns
(Constant) Damage up 35% against airborne enemies
Ally 5 from the front
(Opener) Master x 3 turns
(Constant) Damage up 35% against airborne enemies
Self
(Opener) Master x 3 turns
(Constant) HP 25% up
Ally 1 from the front
(Opener) Master x 3 turns
(Constant) Damage up 40% against airborne enemies
Ally 5 from the front
(Opener) Master x 3 turns
(Constant) Damage up 40% against airborne enemies
Self
(Opener) Master x 3 turns
(Constant) HP 30% up
Self
(Constant) High Gravity Field Resistance 20% up
Self
(Constant) High Gravity Field Resistance 40% up
Self
(Constant) High Gravity Field Resistance 60% up
Self
(Constant) High Gravity Field Resistance 80% up
Self
(Constant) High Gravity Field Resistance 100% up
Self
(Constant) Damage up 10% against grounded enemies
(Constant) Damage up 20% against Ranged enemies
All Allies Excluding Self
(Constant) Damage up 10% against grounded enemies
(Constant) Damage up 10% against Ranged enemies
Self
(Constant) Damage up 20% against grounded enemies
(Constant) Damage up 25% against Ranged enemies
All Allies Excluding Self
(Constant) Damage up 15% against grounded enemies
(Constant) Damage up 15% against Ranged enemies
Self
(Constant) Damage up 30% against grounded enemies
(Constant) Damage up 30% against Ranged enemies
All Allies Excluding Self
(Constant) Damage up 20% against grounded enemies
(Constant) Damage up 20% against Ranged enemies
Self
(Constant) Damage up 40% against grounded enemies
(Constant) Damage up 35% against Ranged enemies
All Allies Excluding Self
(Constant) Damage up 25% against grounded enemies
(Constant) Damage up 25% against Ranged enemies
Self
(Constant) Damage up 50% against grounded enemies
(Constant) Damage up 40% against Ranged enemies
All Allies Excluding Self
(Constant) Damage up 30% against grounded enemies
(Constant) Damage up 30% against Ranged enemies
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 60% down x 5 turns
(Opener) Erode 10% x 3 turns
(Opener) DEF 5% down x 10 turns
(Opener) MATK 5% down x 10 turns
3 Allies with the highest MATK
(Constant) HP 8% up
(Constant) DEF 10% up
(Constant) MATK 10% up
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 60% down x 5 turns
(Opener) Erode 15% x 3 turns
(Opener) DEF 10% down x 10 turns
(Opener) MATK 10% down x 10 turns
3 Allies with the highest MATK
(Constant) HP 11% up
(Constant) DEF 15% up
(Constant) MATK 15% up
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 60% down x 5 turns
(Opener) Erode 20% x 3 turns
(Opener) DEF 15% down x 10 turns
(Opener) MATK 15% down x 10 turns
3 Allies with the highest MATK
(Constant) HP 14% up
(Constant) DEF 20% up
(Constant) MATK 20% up
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 60% down x 5 turns
(Opener) Erode 25% x 3 turns
(Opener) DEF 20% down x 10 turns
(Opener) MATK 20% down x 10 turns
3 Allies with the highest MATK
(Constant) HP 17% up
(Constant) DEF 25% up
(Constant) MATK 25% up
3 Enemies with the highest MATK
(Opener) Status Ailment Resistance 60% down x 5 turns
(Opener) Erode 30% x 3 turns
(Opener) DEF 25% down x 10 turns
(Opener) MATK 25% down x 10 turns
3 Allies with the highest MATK
(Constant) HP 20% up
(Constant) DEF 30% up
(Constant) MATK 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
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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)
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