Emilia
●
Basic Info
●
Action Skill
Element
Self
Boon *Extends beneficial effects by 1 turn(s)
Celestial Favor x 3 turns
Water Ring x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
60% Water MATK damage 5 times *Ignores Shields *Ignores Barriers
Ice Shot x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Stop x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Back Enemy Row
180% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns *Only affects Aesir, Human, and Beast heroes
Slow x 3 turns *Only affects Aesir, Human, and Beast heroes
All Allies
Grace x 3
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Damage up 30% against grounded enemies x 3 turns
[On Grace]Self
Recover 10% of max HP
HP 10% up x 2 turns
Skill Gauge 5% up
Stoneskin x 2 turns
Self
Boon *Extends beneficial effects by 1 turn(s)
Celestial Favor x 3 turns
Water Ring x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
64% Water MATK damage 5 times *Ignores Shields *Ignores Barriers
Ice Shot x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Stop x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Back Enemy Row
196% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns *Only affects Aesir, Human, and Beast heroes
Slow x 3 turns *Only affects Aesir, Human, and Beast heroes
All Allies
Grace x 3
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Damage up 34% against grounded enemies x 3 turns
[On Grace]Self
Recover 10% of max HP
HP 10% up x 2 turns
Skill Gauge 6% up
Stoneskin x 2 turns
Self
Boon *Extends beneficial effects by 1 turn(s)
Celestial Favor x 3 turns
Water Ring x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
68% Water MATK damage 5 times *Ignores Shields *Ignores Barriers
Ice Shot x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Stop x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Back Enemy Row
212% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns *Only affects Aesir, Human, and Beast heroes
Slow x 3 turns *Only affects Aesir, Human, and Beast heroes
All Allies
Grace x 3
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Damage up 38% against grounded enemies x 3 turns
[On Grace]Self
Recover 10% of max HP
HP 10% up x 2 turns
Skill Gauge 7% up
Stoneskin x 2 turns
Self
Boon *Extends beneficial effects by 1 turn(s)
Celestial Favor x 3 turns
Water Ring x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
72% Water MATK damage 5 times *Ignores Shields *Ignores Barriers
Ice Shot x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Stop x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Back Enemy Row
228% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns *Only affects Aesir, Human, and Beast heroes
Slow x 3 turns *Only affects Aesir, Human, and Beast heroes
All Allies
Grace x 3
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Damage up 42% against grounded enemies x 3 turns
[On Grace]Self
Recover 10% of max HP
HP 10% up x 2 turns
Skill Gauge 8% up
Stoneskin x 2 turns
Self
Boon *Extends beneficial effects by 1 turn(s)
Celestial Favor x 3 turns
Water Ring x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
76% Water MATK damage 5 times *Ignores Shields *Ignores Barriers
Ice Shot x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Stop x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Back Enemy Row
244% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns *Only affects Aesir, Human, and Beast heroes
Slow x 3 turns *Only affects Aesir, Human, and Beast heroes
All Allies
Grace x 3
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Damage up 46% against grounded enemies x 3 turns
[On Grace]Self
Recover 10% of max HP
HP 10% up x 2 turns
Skill Gauge 9% up
Stoneskin x 2 turns
Self
Boon *Extends beneficial effects by 1 turn(s)
Celestial Favor x 3 turns
Water Ring x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
80% Water MATK damage 5 times *Ignores Shields *Ignores Barriers
Ice Shot x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Stop x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Back Enemy Row
260% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns *Only affects Aesir, Human, and Beast heroes
Slow x 3 turns *Only affects Aesir, Human, and Beast heroes
All Allies
Grace x 3
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Damage up 50% against grounded enemies x 3 turns
[On Grace]Self
Recover 10% of max HP
HP 10% up x 2 turns
Skill Gauge 10% up
Stoneskin x 2 turns
●
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
●
Passive Skill
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 10% 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 15% 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
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 25% 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 30% up
Self
(Constant) MATK 8% up
(Constant) Fleetfoot
Self
(Constant) MATK 11% up
(Constant) Fleetfoot
Self
(Constant) MATK 14% up
(Constant) Fleetfoot
Self
(Constant) MATK 17% up
(Constant) Fleetfoot
Self
(Constant) MATK 20% up
(Constant) Fleetfoot
Self
(Opener) Skill Gauge 4% up
(Constant) All Stats 10% up
Self
(Opener) Skill Gauge 8% up
(Constant) All Stats 15% up
Self
(Opener) Skill Gauge 12% up
(Constant) All Stats 20% up
Self
(Opener) Skill Gauge 16% up
(Constant) All Stats 25% up
Self
(Opener) Skill Gauge 20% up
(Constant) All Stats 30% up
Self
(Constant) High Gravity Field Resistance 20% up
(Constant) High Eclipse Field Resistance 20% up
Self
(Constant) High Gravity Field Resistance 40% up
(Constant) High Eclipse Field Resistance 40% up
Self
(Constant) High Gravity Field Resistance 60% up
(Constant) High Eclipse Field Resistance 60% up
Self
(Constant) High Gravity Field Resistance 80% up
(Constant) High Eclipse Field Resistance 80% up
Self
(Constant) High Gravity Field Resistance 100% up
(Constant) High Eclipse Field Resistance 100% up
●
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.
●
Elemental Resistance
▲PAGE TOP
●
Orbs Needed
Earth Orb
Magic Orb
Spirit Orb
Eye Orb
Hide Orb
Fruit Orb
Mage Orb
Knowledge Orb
Fox Orb
Scorpion Orb
Steed Orb
Bluefruit Orb
Priest Orb
Technique Orb
Fox Orb
Scorpion Orb
Steed Orb
Bluefruit Orb
Mage Orb
Knowledge Orb
Snake Orb
Scorpion Orb
Wyrm Orb
Bluefruit Orb
Noxland Orb
Moon Orb
Wind Orb
Storm Orb
Duskmist Orb
Bluewyrm Orb
Noxsea Orb
Corvus Orb
Pavo Orb
Kitsune Orb
Noxeye Orb
Bluewyrm Orb
Noxsea Orb
Corvus Orb
Moby Orb
Kitsune Orb
Noxshell Orb
Bluewyrm Orb
Witch Orb
Aurora Orb
Mercury Orb
Venus Orb
Newmoon Orb
Mermaid Orb
Sage Orb
Aurora Orb
Mercury Orb
Neptune Orb
Fullmoon Orb
Mermaid Orb
Valor Orb
Miko Orb
Venus Orb
Saturn Orb
Newmoon Orb
Unicorn Orb
King Orb
Envy Orb
Venus Orb
Neptune Orb
Newmoon Orb
Whitewyrm Orb
King Orb
Envy Orb
Jupiter Orb
Saturn Orb
Eclipse Orb
Blackwyrm Orb
Asgard Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Hourglass Orb
Unholywyrm Orb
Asgard Orb
Valorous King Orb
Destructive King Orb
Domination Orb
Valkyrie Orb
Holywyrm Orb
Asgard Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Valkyrie Orb
Unholywyrm Orb
Asgard Orb
Valorous King Orb
Destructive King Orb
Hourglass Orb
Goddess Orb
Holywyrm Orb
Holy Bear Orb (Elf)
Wicked Bear Orb (Elf)
Holy Fox Orb (Elf)
Wicked Fox Orb (Elf)
Holy Ox Orb (Elf)
Wicked Ox Orb (Elf)
Holy Eagle Orb (Elf)
Wicked Eagle Orb (Elf)
Holy Hawk Orb (Elf)
Hunger Orb (Elf)
Recital Orb (Elf)
Iceberg Orb (Elf)
[+] See More
●
Normal Attack Element
Element
●
Action Skill
Element
Self
Boon *Extends beneficial effects by 1 turn(s)
Celestial Favor x 3 turns
Water Ring x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
60% Water MATK damage 5 times *Ignores Shields *Ignores Barriers
Ice Shot x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Stop x 3 turns*Ignores Grace *Only affects Aesir, Human, and Beast heroes
Back Enemy Row
180% Water MATK damage *Ignores Shields *Ignores Barriers
Frostburn x 3 turns *Only affects Aesir, Human, and Beast heroes
Slow x 3 turns *Only affects Aesir, Human, and Beast heroes
All Allies
Grace x 3
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Damage up 30% against grounded enemies x 3 turns
[On Grace]Self
Recover 10% of max HP
HP 10% up x 2 turns
Skill Gauge 5% up
Stoneskin x 2 turns
●
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
●
Awakening Lv 2
Self
(Constant) HP 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
●
Awakening Lv 3
Self
(Constant) SPD 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
●
Awakening Lv 4
Self
(Constant) EVA 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
●
Awakening Lv 5
All Allies
(Constant) DEF 8% up
(Constant) MDEF 8% up
All Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×50
Insignia Rune ×1
Arena Token ×500
Friend Token ×500
●
Awakening Lv 6
Self
(Constant) ACC 3% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
●
Awakening Lv 7
Self
(Constant) HP 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
●
Awakening Lv 8
Self
(Constant) SPD 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
●
Awakening Lv 9
All Allies
(Constant) DEF 11% up
(Constant) MDEF 11% up
All Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×100
Insignia Rune ×2
Arena Token ×500
Friend Token ×500
●
Awakening Lv 10
Self
(Constant) EVA 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
●
Awakening Lv 11
Self
(Constant) ACC 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
●
Awakening Lv 12
Self
(Constant) HP 9% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
●
Awakening Lv 13
All Allies
(Constant) DEF 14% up
(Constant) MDEF 14% up
All Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×150
Insignia Rune ×3
Arena Token ×1000
Friend Token ×1000
●
Awakening Lv 14
Self
(Constant) SPD 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
●
Awakening Lv 15
Self
(Constant) EVA 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
●
Awakening Lv 16
Self
(Constant) ACC 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
●
Awakening Lv 17
All Allies
(Constant) DEF 17% up
(Constant) MDEF 17% up
All Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×200
Insignia Rune ×4
Arena Token ×1000
Guild Token ×500
●
Awakening Lv 18
Self
(Constant) HP 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 19
Self
(Constant) SPD 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 20
Self
(Constant) EVA 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 21
Self
(Constant) ACC 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 22
Self
(Constant) HP 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 23
Self
(Constant) SPD 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 24
Self
(Constant) EVA 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 25
Self
(Constant) ACC 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 26
All Allies
(Constant) DEF 20% up
(Constant) MDEF 20% up
All Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×300
Insignia Rune ×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 Re:ZERO collab. Can be used to Awaken greater power in certain 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 Rune earned in the Re:ZERO collab. Can be used to Awaken greater power in certain 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 Rune earned in the Re:ZERO collab. Can be used to Awaken greater power in certain 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 Rune earned in the Re:ZERO collab. Can be used to Awaken greater power in certain 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 Rune earned in the Re:ZERO collab. Can be used to Awaken greater power in certain heroes.
Earned in the Arena.
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.