Cerulean Beast Eikthyrnir
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Basic Info
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Action Skill
Element
Self
Water Ring x 3 turns
Stoneskin x 3 turns
Frenzy x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Water Reverberation
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 10 attacks
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Status Ailment Resistance 70% up x 3 turns
Grace x 3
[On Grace]Self
Status Ailment Resistance 70% up x 1 turn
Recover 20% of max HP
Skill Gauge 5% up
[On Grace]Ally with the lowest HP
Status Ailment Resistance 70% up x 1 turn
Recover 10% of max HP
[On Grace]Ally with the highest ATK
Skill Gauge 5% up
[On Grace]Ally with the highest MATK
Skill Gauge 5% up
3 Enemies with the highest ATK
Status Ailment Resistance 50% down x 3 turns
180% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Enemies
Ice Shot x 3 turns *Only affects Therian, Jotun, and Beast heroes
Flamebound x 3 turns *Only affects Therian, Jotun, and Beast heroes
Windchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Thunderchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Pitchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Frostburn x 3 turns*Ignores Grace
300% Water MATK damage *Ignores Shields *Ignores Counterattacks
MDEF 30% down x 3 turns
DEF 30% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the highest MATK
180% Water MATK damage *Ignores Shields *Ignores Counterattacks
Self
Water Ring x 3 turns
Stoneskin x 3 turns
Frenzy x 3 turns
All Allies
Skill Gauge 2% up
Boon *Extends beneficial effects by 1 turn(s)
Water Reverberation
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 10 attacks
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Status Ailment Resistance 70% up x 3 turns
Grace x 3
[On Grace]Self
Status Ailment Resistance 70% up x 1 turn
Recover 20% of max HP
Skill Gauge 5% up
[On Grace]Ally with the lowest HP
Status Ailment Resistance 70% up x 1 turn
Recover 10% of max HP
[On Grace]Ally with the highest ATK
Skill Gauge 5% up
[On Grace]Ally with the highest MATK
Skill Gauge 5% up
3 Enemies with the highest ATK
Status Ailment Resistance 50% down x 3 turns
200% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Enemies
Ice Shot x 3 turns *Only affects Therian, Jotun, and Beast heroes
Flamebound x 3 turns *Only affects Therian, Jotun, and Beast heroes
Windchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Thunderchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Pitchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Frostburn x 3 turns*Ignores Grace
320% Water MATK damage *Ignores Shields *Ignores Counterattacks
MDEF 30% down x 3 turns
DEF 30% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the highest MATK
200% Water MATK damage *Ignores Shields *Ignores Counterattacks
Self
Water Ring x 3 turns
Stoneskin x 3 turns
Frenzy x 3 turns
All Allies
Skill Gauge 4% up
Boon *Extends beneficial effects by 1 turn(s)
Water Reverberation
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 10 attacks
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Status Ailment Resistance 70% up x 3 turns
Grace x 3
[On Grace]Self
Status Ailment Resistance 70% up x 1 turn
Recover 20% of max HP
Skill Gauge 5% up
[On Grace]Ally with the lowest HP
Status Ailment Resistance 70% up x 1 turn
Recover 10% of max HP
[On Grace]Ally with the highest ATK
Skill Gauge 5% up
[On Grace]Ally with the highest MATK
Skill Gauge 5% up
3 Enemies with the highest ATK
Status Ailment Resistance 50% down x 3 turns
220% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Enemies
Ice Shot x 3 turns *Only affects Therian, Jotun, and Beast heroes
Flamebound x 3 turns *Only affects Therian, Jotun, and Beast heroes
Windchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Thunderchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Pitchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Frostburn x 3 turns*Ignores Grace
340% Water MATK damage *Ignores Shields *Ignores Counterattacks
MDEF 30% down x 3 turns
DEF 30% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the highest MATK
220% Water MATK damage *Ignores Shields *Ignores Counterattacks
Self
Water Ring x 3 turns
Stoneskin x 3 turns
Frenzy x 3 turns
All Allies
Skill Gauge 6% up
Boon *Extends beneficial effects by 1 turn(s)
Water Reverberation
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 10 attacks
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Status Ailment Resistance 70% up x 3 turns
Grace x 3
[On Grace]Self
Status Ailment Resistance 70% up x 1 turn
Recover 20% of max HP
Skill Gauge 5% up
[On Grace]Ally with the lowest HP
Status Ailment Resistance 70% up x 1 turn
Recover 10% of max HP
[On Grace]Ally with the highest ATK
Skill Gauge 5% up
[On Grace]Ally with the highest MATK
Skill Gauge 5% up
3 Enemies with the highest ATK
Status Ailment Resistance 50% down x 3 turns
240% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Enemies
Ice Shot x 3 turns *Only affects Therian, Jotun, and Beast heroes
Flamebound x 3 turns *Only affects Therian, Jotun, and Beast heroes
Windchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Thunderchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Pitchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Frostburn x 3 turns*Ignores Grace
360% Water MATK damage *Ignores Shields *Ignores Counterattacks
MDEF 30% down x 3 turns
DEF 30% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the highest MATK
240% Water MATK damage *Ignores Shields *Ignores Counterattacks
Self
Water Ring x 3 turns
Stoneskin x 3 turns
Frenzy x 3 turns
All Allies
Skill Gauge 8% up
Boon *Extends beneficial effects by 1 turn(s)
Water Reverberation
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 10 attacks
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Status Ailment Resistance 70% up x 3 turns
Grace x 3
[On Grace]Self
Status Ailment Resistance 70% up x 1 turn
Recover 20% of max HP
Skill Gauge 5% up
[On Grace]Ally with the lowest HP
Status Ailment Resistance 70% up x 1 turn
Recover 10% of max HP
[On Grace]Ally with the highest ATK
Skill Gauge 5% up
[On Grace]Ally with the highest MATK
Skill Gauge 5% up
3 Enemies with the highest ATK
Status Ailment Resistance 50% down x 3 turns
260% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Enemies
Ice Shot x 3 turns *Only affects Therian, Jotun, and Beast heroes
Flamebound x 3 turns *Only affects Therian, Jotun, and Beast heroes
Windchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Thunderchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Pitchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Frostburn x 3 turns*Ignores Grace
380% Water MATK damage *Ignores Shields *Ignores Counterattacks
MDEF 30% down x 3 turns
DEF 30% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the highest MATK
260% Water MATK damage *Ignores Shields *Ignores Counterattacks
Self
Water Ring x 3 turns
Stoneskin x 3 turns
Frenzy x 3 turns
All Allies
Skill Gauge 10% up
Boon *Extends beneficial effects by 1 turn(s)
Water Reverberation
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 10 attacks
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Status Ailment Resistance 70% up x 3 turns
Grace x 3
[On Grace]Self
Status Ailment Resistance 70% up x 1 turn
Recover 20% of max HP
Skill Gauge 5% up
[On Grace]Ally with the lowest HP
Status Ailment Resistance 70% up x 1 turn
Recover 10% of max HP
[On Grace]Ally with the highest ATK
Skill Gauge 5% up
[On Grace]Ally with the highest MATK
Skill Gauge 5% up
3 Enemies with the highest ATK
Status Ailment Resistance 50% down x 3 turns
280% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Enemies
Ice Shot x 3 turns *Only affects Therian, Jotun, and Beast heroes
Flamebound x 3 turns *Only affects Therian, Jotun, and Beast heroes
Windchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Thunderchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Pitchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Frostburn x 3 turns*Ignores Grace
400% Water MATK damage *Ignores Shields *Ignores Counterattacks
MDEF 30% down x 3 turns
DEF 30% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the highest MATK
280% Water MATK damage *Ignores Shields *Ignores Counterattacks
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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
Self
(Opener) Skill Gauge 4% up
(Constant) ATK 6% up
(Constant) MATK 6% up
Ally with the highest ATK
(Opener) Skill Gauge 4% up
(Constant) ATK 6% up
(Constant) MATK 6% up
Ally with the highest MATK
(Opener) Skill Gauge 4% up
(Constant) ATK 6% up
(Constant) MATK 6% up
Self
(Opener) Skill Gauge 8% up
(Constant) ATK 12% up
(Constant) MATK 12% up
Ally with the highest ATK
(Opener) Skill Gauge 8% up
(Constant) ATK 12% up
(Constant) MATK 12% up
Ally with the highest MATK
(Opener) Skill Gauge 8% up
(Constant) ATK 12% up
(Constant) MATK 12% up
Self
(Opener) Skill Gauge 12% up
(Constant) ATK 18% up
(Constant) MATK 18% up
Ally with the highest ATK
(Opener) Skill Gauge 12% up
(Constant) ATK 18% up
(Constant) MATK 18% up
Ally with the highest MATK
(Opener) Skill Gauge 12% up
(Constant) ATK 18% up
(Constant) MATK 18% up
Self
(Opener) Skill Gauge 16% up
(Constant) ATK 24% up
(Constant) MATK 24% up
Ally with the highest ATK
(Opener) Skill Gauge 16% up
(Constant) ATK 24% up
(Constant) MATK 24% up
Ally with the highest MATK
(Opener) Skill Gauge 16% up
(Constant) ATK 24% up
(Constant) MATK 24% up
Self
(Opener) Skill Gauge 20% up
(Constant) ATK 30% up
(Constant) MATK 30% up
Ally with the highest ATK
(Opener) Skill Gauge 20% up
(Constant) ATK 30% up
(Constant) MATK 30% up
Ally with the highest MATK
(Opener) Skill Gauge 20% up
(Constant) ATK 30% up
(Constant) MATK 30% up
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
Self
(Constant) 2% Regain
(Constant) Pitchain Resistance 16% up
Self
(Constant) 4% Regain
(Constant) Pitchain Resistance 32% up
Self
(Constant) 6% Regain
(Constant) Pitchain Resistance 48% up
Self
(Constant) 8% Regain
(Constant) Pitchain Resistance 64% up
Self
(Constant) 10% Regain
(Constant) Pitchain Resistance 80% up
All Allies
(Constant) HP 6% up
(Opener) Brand Resistance 20% up x 10 turns
All Allies
(Constant) HP 12% up
(Opener) Brand Resistance 40% up x 10 turns
All Allies
(Constant) HP 18% up
(Opener) Brand Resistance 60% up x 10 turns
All Allies
(Constant) HP 24% up
(Opener) Brand Resistance 80% up x 10 turns
All Allies
(Constant) HP 30% up
(Opener) Brand Resistance 100% up x 10 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
Sea Orb
Life Orb
Guard Orb
Eye Orb
Hide Orb
Fruit Orb
Knight Orb
Knowledge Orb
Snake Orb
Whale Orb
Steed Orb
Bluefruit Orb
Jester Orb
Knowledge Orb
Snake Orb
Whale Orb
Steed Orb
Bluefruit Orb
Knight Orb
Knowledge Orb
Snake Orb
Whale Orb
Wyrm Orb
Bluefruit Orb
Noxland Orb
Moon Orb
Wind Orb
Storm Orb
Duskmist Orb
Bluewyrm Orb
Luxsea Orb
Corvus Orb
Pavo Orb
Aper Orb
Luxeye Orb
Bluewyrm Orb
Luxsea Orb
Corvus Orb
Pavo Orb
Aper Orb
Noxshell Orb
Bluewyrm Orb
Witch Orb
Aurora Orb
Mercury Orb
Venus Orb
Newmoon Orb
Mermaid Orb
Sage Orb
Aurora Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Mermaid Orb
Valor Orb
Miko Orb
Venus Orb
Mars Orb
Fullmoon Orb
Unicorn Orb
King Orb
Gluttony Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Whitewyrm Orb
King Orb
Gluttony Orb
Neptune Orb
Mars Orb
Fullmoon Orb
Whitewyrm Orb
Rainbow Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Valkyrie Orb
Unholywyrm Orb
Rainbow Orb
Valorous King Orb
Destructive King Orb
Domination Orb
Hourglass Orb
Holywyrm Orb
Rainbow Orb
Valorous King Orb
Destructive King Orb
Domination Orb
Hourglass Orb
Holywyrm Orb
Rainbow Orb
Valorous King Orb
Destructive King Orb
Valkyrie Orb
Domination Orb
Holywyrm Orb
Holy Bear Orb (Beast)
Wicked Bear Orb (Beast)
Holy Fox Orb (Beast)
Wicked Fox Orb (Beast)
Holy Ox Orb (Beast)
Wicked Ox Orb (Beast)
Holy Eagle Orb (Beast)
Wicked Eagle Orb (Beast)
Holy Hawk Orb (Beast)
Hunger Orb (Beast)
Recital Orb (Beast)
Iceberg Orb (Beast)
[+] See More
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Normal Attack Element
Element
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Action Skill
Element
Self
Water Ring x 3 turns
Stoneskin x 3 turns
Frenzy x 3 turns
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Water Reverberation
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 10 attacks
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Status Ailment Resistance 70% up x 3 turns
Grace x 3
[On Grace]Self
Status Ailment Resistance 70% up x 1 turn
Recover 20% of max HP
Skill Gauge 5% up
[On Grace]Ally with the lowest HP
Status Ailment Resistance 70% up x 1 turn
Recover 10% of max HP
[On Grace]Ally with the highest ATK
Skill Gauge 5% up
[On Grace]Ally with the highest MATK
Skill Gauge 5% up
3 Enemies with the highest ATK
Status Ailment Resistance 50% down x 3 turns
180% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Enemies
Ice Shot x 3 turns *Only affects Therian, Jotun, and Beast heroes
Flamebound x 3 turns *Only affects Therian, Jotun, and Beast heroes
Windchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Thunderchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Pitchain x 3 turns *Only affects Therian, Jotun, and Beast heroes
Frostburn x 3 turns*Ignores Grace
300% Water MATK damage *Ignores Shields *Ignores Counterattacks
MDEF 30% down x 3 turns
DEF 30% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the highest MATK
180% Water MATK damage *Ignores Shields *Ignores Counterattacks
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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) MDEF 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) ACC 3% up
Skill Crystal (Water) ×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 (Water) ×50
Savior Rune (Brilliant White) ×1
Arena Token ×500
Friend Token ×500
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Awakening Lv 6
Self
(Constant) MDEF 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 7
Self
(Constant) MDEF 9% 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
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 (Water) ×100
Savior Rune (Brilliant White) ×2
Arena Token ×500
Friend Token ×500
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Awakening Lv 10
Self
(Constant) ACC 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 11
Self
(Constant) MDEF 12% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 12
Self
(Constant) MDEF 15% up
Skill Crystal (Water) ×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 (Water) ×150
Savior Rune (Brilliant White) ×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) ACC 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 16
Self
(Constant) MDEF 18% up
Skill Crystal (Water) ×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 (Water) ×200
Savior Rune (Brilliant White) ×4
Arena Token ×1000
Guild Token ×500
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Awakening Lv 18
Self
(Constant) MDEF 21% 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) ACC 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 21
Self
(Constant) MDEF 24% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 22
Self
(Constant) MDEF 27% 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) ACC 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 25
Self
(Constant) MDEF 30% up
Skill Crystal (Water) ×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 (Water) ×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.