Jubilant Sortishia
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Basic Info
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Action Skill
Element
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Shadow Clone x 3 turns
Celestial Favor x 3 turns
3 Allies with the lowest HP
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Status Ailment Resistance 60% up x 3 turns
3 Allies with the highest MATK
Master x 3 turns
Sureshot x 3 turns
Self
Grace x 3
[On Grace]Self
Quick x 2 turns
Frenzy x 2 turns
Skill Gauge 10% up
Recover 10% of max HP
All Enemies
Stop x 3 turns *Only affects Airborne Heroes
Water Element Resistance 20% down x 3 turns
Dark Element Resistance 20% down x 3 turns
4 front Enemies
150% Water MATK damage
Ice Shot x 3 turns *Only affects Grounded Heroes
Underworld Shot x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 front Enemies
160% Water MATK damage
2 front Enemies
170% Water MATK damage
Front Enemy
180% Water MATK damage
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Shadow Clone x 3 turns
Celestial Favor x 3 turns
3 Allies with the lowest HP
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Status Ailment Resistance 62% up x 3 turns
3 Allies with the highest MATK
Master x 3 turns
Sureshot x 3 turns
MATK 4% up x 3 turns
Self
Grace x 3
[On Grace]Self
Quick x 2 turns
Frenzy x 2 turns
Skill Gauge 10% up
Recover 10% of max HP
All Enemies
Stop x 3 turns *Only affects Airborne Heroes
Water Element Resistance 20% down x 3 turns
Dark Element Resistance 20% down x 3 turns
4 front Enemies
170% Water MATK damage
Ice Shot x 3 turns *Only affects Grounded Heroes
Underworld Shot x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 front Enemies
180% Water MATK damage
2 front Enemies
190% Water MATK damage
Front Enemy
200% Water MATK damage
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Shadow Clone x 3 turns
Celestial Favor x 3 turns
3 Allies with the lowest HP
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Status Ailment Resistance 64% up x 3 turns
3 Allies with the highest MATK
Master x 3 turns
Sureshot x 3 turns
MATK 8% up x 3 turns
Self
Grace x 3
[On Grace]Self
Quick x 2 turns
Frenzy x 2 turns
Skill Gauge 10% up
Recover 10% of max HP
All Enemies
Stop x 3 turns *Only affects Airborne Heroes
Water Element Resistance 20% down x 3 turns
Dark Element Resistance 20% down x 3 turns
4 front Enemies
190% Water MATK damage
Ice Shot x 3 turns *Only affects Grounded Heroes
Underworld Shot x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 front Enemies
200% Water MATK damage
2 front Enemies
210% Water MATK damage
Front Enemy
220% Water MATK damage
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Shadow Clone x 3 turns
Celestial Favor x 3 turns
3 Allies with the lowest HP
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Status Ailment Resistance 66% up x 3 turns
3 Allies with the highest MATK
Master x 3 turns
Sureshot x 3 turns
MATK 12% up x 3 turns
Self
Grace x 3
[On Grace]Self
Quick x 2 turns
Frenzy x 2 turns
Skill Gauge 10% up
Recover 10% of max HP
All Enemies
Stop x 3 turns *Only affects Airborne Heroes
Water Element Resistance 20% down x 3 turns
Dark Element Resistance 20% down x 3 turns
4 front Enemies
210% Water MATK damage
Ice Shot x 3 turns *Only affects Grounded Heroes
Underworld Shot x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 front Enemies
220% Water MATK damage
2 front Enemies
230% Water MATK damage
Front Enemy
240% Water MATK damage
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Shadow Clone x 3 turns
Celestial Favor x 3 turns
3 Allies with the lowest HP
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Status Ailment Resistance 68% up x 3 turns
3 Allies with the highest MATK
Master x 3 turns
Sureshot x 3 turns
MATK 16% up x 3 turns
Self
Grace x 3
[On Grace]Self
Quick x 2 turns
Frenzy x 2 turns
Skill Gauge 10% up
Recover 10% of max HP
All Enemies
Stop x 3 turns *Only affects Airborne Heroes
Water Element Resistance 20% down x 3 turns
Dark Element Resistance 20% down x 3 turns
4 front Enemies
230% Water MATK damage
Ice Shot x 3 turns *Only affects Grounded Heroes
Underworld Shot x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 front Enemies
240% Water MATK damage
2 front Enemies
250% Water MATK damage
Front Enemy
260% Water MATK damage
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Shadow Clone x 3 turns
Celestial Favor x 3 turns
3 Allies with the lowest HP
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Status Ailment Resistance 70% up x 3 turns
3 Allies with the highest MATK
Master x 3 turns
Sureshot x 3 turns
MATK 20% up x 3 turns
Self
Grace x 3
[On Grace]Self
Quick x 2 turns
Frenzy x 2 turns
Skill Gauge 10% up
Recover 10% of max HP
All Enemies
Stop x 3 turns *Only affects Airborne Heroes
Water Element Resistance 20% down x 3 turns
Dark Element Resistance 20% down x 3 turns
4 front Enemies
250% Water MATK damage
Ice Shot x 3 turns *Only affects Grounded Heroes
Underworld Shot x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 front Enemies
260% Water MATK damage
2 front Enemies
270% Water MATK damage
Front Enemy
280% Water MATK damage
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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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Soul Burst
Front Enemy
500% Water MATK damage 3 times
All Allies in Raid Battle
Water Element damage 30% up x 30 seconds
Dark Element damage 30% up x 30 seconds
MATK 50% up x 30 seconds
All Allies
Frenzy x 10 turns
Master x 10 turns
Skill Gauge 30% up
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Passive Skill
3 Enemies with the highest ATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest ATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) ATK 10% up
3 Enemies with the highest ATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest ATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) ATK 15% up
3 Enemies with the highest ATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest ATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) ATK 20% up
3 Enemies with the highest ATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest ATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) ATK 25% up
3 Enemies with the highest ATK
(Opener) Status Ailment Resistance 50% down x 5 turns
3 Allies with the highest ATK
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) ATK 30% up
3 front Enemies
(Opener) Curse x 5 turns
(Opener) Frostburn x 5 turns
Ally with the highest MATK
(Constant) Necromancy *Heroes with Necromancy effect change to Zombies for 5 turns when HP reaches 0
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
All Allies
(Constant) Damage up 10% against grounded enemies
(Constant) Water Element damage 10% up
All Allies
(Constant) Damage up 15% against grounded enemies
(Constant) Water Element damage 15% up
All Allies
(Constant) Damage up 20% against grounded enemies
(Constant) Water Element damage 20% up
All Allies
(Constant) Damage up 25% against grounded enemies
(Constant) Water Element damage 25% up
All Allies
(Constant) Damage up 30% against grounded enemies
(Constant) Water Element damage 30% up
Self
(Opener) Frenzy x 10 turns
(Constant) Barrage
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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
Spirit Orb
Eye Orb
Hide Orb
Fruit Orb
Mage Orb
Knowledge Orb
Fox Orb
Peacock Orb
Steed Orb
Bluefruit Orb
Priest Orb
Knowledge Orb
Snake Orb
Peacock Orb
Steed Orb
Bluefruit Orb
Mage Orb
Technique Orb
Fox Orb
Peacock Orb
Wyrm Orb
Bluefruit Orb
Noxland Orb
Moon Orb
Wind Orb
Storm Orb
Duskmist Orb
Bluewyrm Orb
Noxsea Orb
Corvus Orb
Moby Orb
Falco Orb
Noxeye Orb
Bluewyrm Orb
Noxsea Orb
Corvus Orb
Pavo Orb
Falco Orb
Noxshell Orb
Bluewyrm Orb
Witch Orb
Glacier Orb
Mercury Orb
Venus Orb
Fullmoon Orb
Mermaid Orb
Sage Orb
Aurora Orb
Mercury Orb
Neptune Orb
Newmoon Orb
Mermaid Orb
Valor Orb
Miko Orb
Venus Orb
Saturn Orb
Fullmoon Orb
Unicorn Orb
King Orb
Greed Orb
Venus Orb
Neptune Orb
Newmoon Orb
Whitewyrm Orb
King Orb
Greed Orb
Mercury Orb
Venus Orb
Fullmoon Orb
Blackwyrm Orb
Yggdrasil Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Valkyrie Orb
Holywyrm Orb
Yggdrasil Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Hourglass Orb
Unholywyrm Orb
Yggdrasil Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Valkyrie Orb
Unholywyrm Orb
Yggdrasil Orb
Valorous King Orb
Destructive King Orb
Valkyrie Orb
Domination Orb
Holywyrm Orb
Holy Bear Orb (Human)
Wicked Bear Orb (Human)
Holy Fox Orb (Human)
Wicked Fox Orb (Human)
Holy Ox Orb (Human)
Wicked Ox Orb (Human)
Holy Eagle Orb (Human)
Wicked Eagle Orb (Human)
Holy Hawk Orb (Human)
Hunger Orb (Human)
Recital Orb (Human)
Iceberg Orb (Human)
[+] See More
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Normal Attack Element
Element
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Action Skill
Element
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Shadow Clone x 3 turns
Celestial Favor x 3 turns
3 Allies with the lowest HP
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Status Ailment Resistance 60% up x 3 turns
3 Allies with the highest MATK
Master x 3 turns
Sureshot x 3 turns
Self
Grace x 3
[On Grace]Self
Quick x 2 turns
Frenzy x 2 turns
Skill Gauge 10% up
Recover 10% of max HP
All Enemies
Stop x 3 turns *Only affects Airborne Heroes
Water Element Resistance 20% down x 3 turns
Dark Element Resistance 20% down x 3 turns
4 front Enemies
150% Water MATK damage
Ice Shot x 3 turns *Only affects Grounded Heroes
Underworld Shot x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 front Enemies
160% Water MATK damage
2 front Enemies
170% Water MATK damage
Front Enemy
180% Water MATK damage
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Limit Burst
All Enemies
20% Water 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 (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) 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) Frostburn 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) MDEF 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) MATK 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) Frostburn 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) MDEF 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) Frostburn 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) MATK 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) MDEF 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) Frostburn 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) MATK 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) MDEF 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) MATK 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) MDEF 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) Frostburn 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
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* The possibility of error exists on this page. Ateam cannot be held responsible for loss incurred by referring to the Valkypedia.