Great Sage Morphea
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Basic Info
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Action Skill
Element
All Allies
Celestial Favor x 3 turns
Shadow Clone x 3 turns
Recover 20% of max HP
MATK 50% up x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
Vortex x 3 turns *Only affects Grounded Heroes
MDEF 50% down x 3 turns
4 back Enemies
180% Water MATK damage *Ignores Shields
Frostburn x 3 turns *Only affects Grounded Heroes
4 front Enemies
180% Water MATK damage *Ignores Shields
Corrupt x 3 turns *Only affects Grounded Heroes
Front Enemy
200% Water MATK damage *Ignores Shields
Slow x 3 turns *Only affects Grounded Heroes
All Allies
Celestial Favor x 3 turns
Shadow Clone x 3 turns
Recover 22% of max HP
MATK 50% up x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
Vortex x 3 turns *Only affects Grounded Heroes
MDEF 50% down x 3 turns
DEF 10% down x 3 turns
4 back Enemies
200% Water MATK damage *Ignores Shields
Frostburn x 3 turns *Only affects Grounded Heroes
4 front Enemies
200% Water MATK damage *Ignores Shields
Corrupt x 3 turns *Only affects Grounded Heroes
Front Enemy
220% Water MATK damage *Ignores Shields
Slow x 3 turns *Only affects Grounded Heroes
All Allies
Celestial Favor x 3 turns
Shadow Clone x 3 turns
Recover 24% of max HP
MATK 50% up x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
Vortex x 3 turns *Only affects Grounded Heroes
MDEF 50% down x 3 turns
DEF 20% down x 3 turns
4 back Enemies
220% Water MATK damage *Ignores Shields
Frostburn x 3 turns *Only affects Grounded Heroes
4 front Enemies
220% Water MATK damage *Ignores Shields
Corrupt x 3 turns *Only affects Grounded Heroes
Front Enemy
240% Water MATK damage *Ignores Shields
Slow x 3 turns *Only affects Grounded Heroes
All Allies
Celestial Favor x 3 turns
Shadow Clone x 3 turns
Recover 26% of max HP
MATK 50% up x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
Vortex x 3 turns *Only affects Grounded Heroes
MDEF 50% down x 3 turns
DEF 30% down x 3 turns
4 back Enemies
240% Water MATK damage *Ignores Shields
Frostburn x 3 turns *Only affects Grounded Heroes
4 front Enemies
240% Water MATK damage *Ignores Shields
Corrupt x 3 turns *Only affects Grounded Heroes
Front Enemy
260% Water MATK damage *Ignores Shields
Slow x 3 turns *Only affects Grounded Heroes
All Allies
Celestial Favor x 3 turns
Shadow Clone x 3 turns
Recover 28% of max HP
MATK 50% up x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
Vortex x 3 turns *Only affects Grounded Heroes
MDEF 50% down x 3 turns
DEF 40% down x 3 turns
4 back Enemies
260% Water MATK damage *Ignores Shields
Frostburn x 3 turns *Only affects Grounded Heroes
4 front Enemies
260% Water MATK damage *Ignores Shields
Corrupt x 3 turns *Only affects Grounded Heroes
Front Enemy
280% Water MATK damage *Ignores Shields
Slow x 3 turns *Only affects Grounded Heroes
All Allies
Celestial Favor x 3 turns
Shadow Clone x 3 turns
Recover 30% of max HP
MATK 50% up x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
Vortex x 3 turns *Only affects Grounded Heroes
MDEF 50% down x 3 turns
DEF 50% down x 3 turns
4 back Enemies
280% Water MATK damage *Ignores Shields
Frostburn x 3 turns *Only affects Grounded Heroes
4 front Enemies
280% Water MATK damage *Ignores Shields
Corrupt x 3 turns *Only affects Grounded Heroes
Front Enemy
300% Water MATK damage *Ignores Shields
Slow x 3 turns *Only affects Grounded Heroes
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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
All Allies in Raid Battle
Water Element damage 20% up x 30 seconds
MATK 50% up x 30 seconds
All Allies
Quick x 10 turns
Boon *Extends beneficial effects by 1 turn(s)
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Passive Skill
Self
(Constant) Void Field Resistance 20% up
Self
(Constant) Void Field Resistance 40% up
Self
(Constant) Void Field Resistance 60% up
Self
(Constant) Void Field Resistance 80% up
Self
(Constant) Void Field Resistance 100% up
Self
(Opener) Master x 3 turns
(Constant) Water Element damage 20% up
Self
(Opener) Master x 3 turns
(Constant) Water Element damage 25% up
Self
(Opener) Master x 3 turns
(Constant) Water Element damage 30% up
Self
(Opener) Master x 3 turns
(Constant) Water Element damage 35% up
Self
(Opener) Master x 3 turns
(Constant) Water Element damage 40% up
All Allies
(Constant) Damage up 10% against grounded enemies
All Allies
(Constant) Damage up 15% against grounded enemies
All Allies
(Constant) Damage up 20% against grounded enemies
All Allies
(Constant) Damage up 25% against grounded enemies
All Allies
(Constant) Damage up 30% against grounded enemies
3 Allies with the highest MATK
(Opener) Quick x 3 turns
(Constant) MATK 8% up
3 back Enemies
(Opener) Frostburn x 5 turns
(Opener) Barrier Seal x 5 turns
3 Allies with the highest MATK
(Opener) Quick x 3 turns
(Constant) MATK 11% up
3 back Enemies
(Opener) Frostburn x 5 turns
(Opener) Barrier Seal x 5 turns
3 Allies with the highest MATK
(Opener) Quick x 3 turns
(Constant) MATK 14% up
3 back Enemies
(Opener) Frostburn x 5 turns
(Opener) Barrier Seal x 5 turns
3 Allies with the highest MATK
(Opener) Quick x 3 turns
(Constant) MATK 17% up
3 back Enemies
(Opener) Frostburn x 5 turns
(Opener) Barrier Seal x 5 turns
3 Allies with the highest MATK
(Opener) Quick x 3 turns
(Constant) MATK 20% up
3 back Enemies
(Opener) Frostburn x 5 turns
(Opener) Barrier Seal x 5 turns
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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
Snake Orb
Spider Orb
Steed Orb
Bluefruit Orb
Priest Orb
Technique Orb
Fox Orb
Spider Orb
Steed Orb
Bluefruit Orb
Mage Orb
Technique Orb
Snake Orb
Squirrel Orb
Wyrm Orb
Bluefruit Orb
Noxsea Orb
Moon Orb
Wind Orb
Storm Orb
Duskmist Orb
Bluewyrm Orb
Noxland Orb
Corvus Orb
Pavo Orb
Ursus Orb
Noxeye Orb
Bluewyrm Orb
Noxland Orb
Corvus Orb
Pavo Orb
Ursus Orb
Noxshell Orb
Bluewyrm Orb
Witch Orb
Aurora Orb
Mercury Orb
Venus Orb
Newmoon Orb
Mermaid Orb
Sage Orb
Aurora Orb
Mars Orb
Neptune Orb
Newmoon Orb
Mermaid Orb
Valor Orb
Miko Orb
Venus Orb
Mercury Orb
Fullmoon Orb
Unicorn Orb
King Orb
Sloth Orb
Venus Orb
Neptune Orb
Fullmoon Orb
Blackwyrm Orb
King Orb
Sloth Orb
Saturn Orb
Mercury Orb
Newmoon Orb
Whitewyrm Orb
Purgatory Orb
Valorous King Orb
Destructive King Orb
Domination Orb
Valkyrie Orb
Holywyrm Orb
Purgatory Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Hourglass Orb
Holywyrm Orb
Purgatory Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Domination Orb
Holywyrm Orb
Purgatory Orb
Valorous King Orb
Destructive King Orb
Valkyrie Orb
Goddess Orb
Unholywyrm Orb
Holy Bear Orb (Dwarf)
Wicked Bear Orb (Dwarf)
Holy Fox Orb (Dwarf)
Wicked Fox Orb (Dwarf)
Holy Ox Orb (Dwarf)
Wicked Ox Orb (Dwarf)
Holy Eagle Orb (Dwarf)
Wicked Eagle Orb (Dwarf)
Holy Hawk Orb (Dwarf)
Hunger Orb (Dwarf)
Recital Orb (Dwarf)
Iceberg Orb (Dwarf)
[+] See More
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Normal Attack Element
Element
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Action Skill
Element
All Allies
Celestial Favor x 3 turns
Shadow Clone x 3 turns
Recover 20% of max HP
MATK 50% up x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
Vortex x 3 turns *Only affects Grounded Heroes
MDEF 50% down x 3 turns
4 back Enemies
180% Water MATK damage *Ignores Shields
Frostburn x 3 turns *Only affects Grounded Heroes
4 front Enemies
180% Water MATK damage *Ignores Shields
Corrupt x 3 turns *Only affects Grounded Heroes
Front Enemy
200% Water MATK damage *Ignores Shields
Slow x 3 turns *Only affects Grounded Heroes
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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) DEF 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
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) 2% Regain
Skill Crystal (Water) ×50
Warning Rune (Water) ×1
Arena Token ×500
Friend Token ×500
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Awakening Lv 6
Self
(Constant) ACC 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) DEF 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 9
All Allies
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) 4% Regain
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) ACC 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) Status Ailment Resistance 50% up x 5 turns
(Constant) 6% Regain
Skill Crystal (Water) ×150
Warning Rune (Water) ×3
Arena Token ×1000
Friend Token ×1000
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Awakening Lv 14
Self
(Constant) DEF 9% 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) ACC 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 17
All Allies
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) 8% Regain
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) DEF 12% 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) ACC 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) DEF 15% 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) ACC 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 26
All Allies
(Opener) Status Ailment Resistance 50% up x 5 turns
(Constant) 10% Regain
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.