Beta
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Basic Info
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Action Skill
Element
All Allies
Boon *Extends beneficial effects by 1 turn(s)
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Frenzy x 3 turns
Stoneskin x 3 turns
Quick x 3 turns
Celestial Favor x 3 turns
Skill Gauge 30% up
Status Ailment Resistance 60% up x 3 turns
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Self
HP 50% up x 3 turns
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ripple x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
200% Water MATK damage
Freeze x 3 turns*Ignores Grace *Only affects Grounded Heroes
Slow x 3 turns*Ignores Grace *Only affects Grounded Heroes
Ice Shot x 3 turns
Celestial Shot x 3 turns *Only affects Grounded Heroes
Blast Shot x 3 turns *Only affects Grounded Heroes
3 front Enemies
150% Water MATK damage
Wind Shot x 3 turns *Only affects Airborne Heroes
3 back Enemies
150% Water MATK damage
Underworld Shot x 3 turns *Only affects Airborne Heroes
All Allies
Boon *Extends beneficial effects by 1 turn(s)
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Frenzy x 3 turns
Stoneskin x 3 turns
Quick x 3 turns
Celestial Favor x 3 turns
Skill Gauge 30% up
Status Ailment Resistance 62% up x 3 turns
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Self
HP 50% up x 3 turns
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ripple x 3 turns
Water Element damage 50% up x 3 turns
MATK 4% up x 3 turns
All Enemies
220% Water MATK damage
Freeze x 3 turns*Ignores Grace *Only affects Grounded Heroes
Slow x 3 turns*Ignores Grace *Only affects Grounded Heroes
Ice Shot x 3 turns
Celestial Shot x 3 turns *Only affects Grounded Heroes
Blast Shot x 3 turns *Only affects Grounded Heroes
3 front Enemies
170% Water MATK damage
Wind Shot x 3 turns *Only affects Airborne Heroes
3 back Enemies
170% Water MATK damage
Underworld Shot x 3 turns *Only affects Airborne Heroes
All Allies
Boon *Extends beneficial effects by 1 turn(s)
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Frenzy x 3 turns
Stoneskin x 3 turns
Quick x 3 turns
Celestial Favor x 3 turns
Skill Gauge 30% up
Status Ailment Resistance 64% up x 3 turns
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Self
HP 50% up x 3 turns
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ripple x 3 turns
Water Element damage 50% up x 3 turns
MATK 8% up x 3 turns
All Enemies
240% Water MATK damage
Freeze x 3 turns*Ignores Grace *Only affects Grounded Heroes
Slow x 3 turns*Ignores Grace *Only affects Grounded Heroes
Ice Shot x 3 turns
Celestial Shot x 3 turns *Only affects Grounded Heroes
Blast Shot x 3 turns *Only affects Grounded Heroes
3 front Enemies
190% Water MATK damage
Wind Shot x 3 turns *Only affects Airborne Heroes
3 back Enemies
190% Water MATK damage
Underworld Shot x 3 turns *Only affects Airborne Heroes
All Allies
Boon *Extends beneficial effects by 1 turn(s)
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Frenzy x 3 turns
Stoneskin x 3 turns
Quick x 3 turns
Celestial Favor x 3 turns
Skill Gauge 30% up
Status Ailment Resistance 66% up x 3 turns
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Self
HP 50% up x 3 turns
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ripple x 3 turns
Water Element damage 50% up x 3 turns
MATK 12% up x 3 turns
All Enemies
260% Water MATK damage
Freeze x 3 turns*Ignores Grace *Only affects Grounded Heroes
Slow x 3 turns*Ignores Grace *Only affects Grounded Heroes
Ice Shot x 3 turns
Celestial Shot x 3 turns *Only affects Grounded Heroes
Blast Shot x 3 turns *Only affects Grounded Heroes
3 front Enemies
210% Water MATK damage
Wind Shot x 3 turns *Only affects Airborne Heroes
3 back Enemies
210% Water MATK damage
Underworld Shot x 3 turns *Only affects Airborne Heroes
All Allies
Boon *Extends beneficial effects by 1 turn(s)
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Frenzy x 3 turns
Stoneskin x 3 turns
Quick x 3 turns
Celestial Favor x 3 turns
Skill Gauge 30% up
Status Ailment Resistance 68% up x 3 turns
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Self
HP 50% up x 3 turns
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ripple x 3 turns
Water Element damage 50% up x 3 turns
MATK 16% up x 3 turns
All Enemies
280% Water MATK damage
Freeze x 3 turns*Ignores Grace *Only affects Grounded Heroes
Slow x 3 turns*Ignores Grace *Only affects Grounded Heroes
Ice Shot x 3 turns
Celestial Shot x 3 turns *Only affects Grounded Heroes
Blast Shot x 3 turns *Only affects Grounded Heroes
3 front Enemies
230% Water MATK damage
Wind Shot x 3 turns *Only affects Airborne Heroes
3 back Enemies
230% Water MATK damage
Underworld Shot x 3 turns *Only affects Airborne Heroes
All Allies
Boon *Extends beneficial effects by 1 turn(s)
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Frenzy x 3 turns
Stoneskin x 3 turns
Quick x 3 turns
Celestial Favor x 3 turns
Skill Gauge 30% up
Status Ailment Resistance 70% up x 3 turns
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Self
HP 50% up x 3 turns
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ripple x 3 turns
Water Element damage 50% up x 3 turns
MATK 20% up x 3 turns
All Enemies
300% Water MATK damage
Freeze x 3 turns*Ignores Grace *Only affects Grounded Heroes
Slow x 3 turns*Ignores Grace *Only affects Grounded Heroes
Ice Shot x 3 turns
Celestial Shot x 3 turns *Only affects Grounded Heroes
Blast Shot x 3 turns *Only affects Grounded Heroes
3 front Enemies
250% Water MATK damage
Wind Shot x 3 turns *Only affects Airborne Heroes
3 back Enemies
250% Water MATK damage
Underworld Shot x 3 turns *Only affects Airborne 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
Front Enemy
500% Water MATK damage 3 times
All Allies in Raid Battle
Water Element damage 30% up x 30 seconds
MATK 50% up x 30 seconds
All Allies
Shadow Clone x 10 turns
Master x 10 turns
Skill Gauge 30% up
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Passive Skill
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 10% up
(Constant) MDEF 10% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 15% up
(Constant) MDEF 15% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 20% up
(Constant) MDEF 20% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 25% up
(Constant) MDEF 25% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 30% up
(Constant) MDEF 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) HP 8% up
(Constant) 10% damage up against Aesir
(Constant) 10% damage up against Humans
All Allies Excluding Self
(Constant) 10% damage up against Aesir
(Constant) 10% damage up against Humans
Self
(Constant) HP 11% up
(Constant) 20% damage up against Aesir
(Constant) 20% damage up against Humans
All Allies Excluding Self
(Constant) 15% damage up against Aesir
(Constant) 15% damage up against Humans
Self
(Constant) HP 14% up
(Constant) 30% damage up against Aesir
(Constant) 30% damage up against Humans
All Allies Excluding Self
(Constant) 20% damage up against Aesir
(Constant) 20% damage up against Humans
Self
(Constant) HP 17% up
(Constant) 40% damage up against Aesir
(Constant) 40% damage up against Humans
All Allies Excluding Self
(Constant) 25% damage up against Aesir
(Constant) 25% damage up against Humans
Self
(Constant) HP 20% up
(Constant) 50% damage up against Aesir
(Constant) 50% damage up against Humans
All Allies Excluding Self
(Constant) 30% damage up against Aesir
(Constant) 30% damage up against Humans
Self
(Opener) Skill Gauge 8% up
(Opener) Master x 3 turns
(Opener) Frenzy x 3 turns
(Opener) Sureshot x 3 turns
(Constant) Stat Debuffs Nullified
(Constant) Skill Gauge Down Nullified
Self
(Opener) Skill Gauge 11% up
(Opener) Master x 3 turns
(Opener) Frenzy x 3 turns
(Opener) Sureshot x 3 turns
(Constant) Stat Debuffs Nullified
(Constant) Skill Gauge Down Nullified
Self
(Opener) Skill Gauge 14% up
(Opener) Master x 3 turns
(Opener) Frenzy x 3 turns
(Opener) Sureshot x 3 turns
(Constant) Stat Debuffs Nullified
(Constant) Skill Gauge Down Nullified
Self
(Opener) Skill Gauge 17% up
(Opener) Master x 3 turns
(Opener) Frenzy x 3 turns
(Opener) Sureshot x 3 turns
(Constant) Stat Debuffs Nullified
(Constant) Skill Gauge Down Nullified
Self
(Opener) Skill Gauge 20% up
(Opener) Master x 3 turns
(Opener) Frenzy x 3 turns
(Opener) Sureshot x 3 turns
(Constant) Stat Debuffs Nullified
(Constant) Skill Gauge Down Nullified
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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
Life Orb
Magic 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
Technique Orb
Snake Orb
Scorpion Orb
Wyrm Orb
Bluefruit Orb
Noxland Orb
Moon Orb
Wind Orb
Storm Orb
Duskmist Orb
Bluewyrm Orb
Noxland Orb
Corvus Orb
Pavo Orb
Kitsune Orb
Noxeye Orb
Bluewyrm Orb
Noxland Orb
Corvus Orb
Pavo Orb
Kitsune 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
Neptune Orb
Newmoon Orb
Unicorn Orb
King Orb
Envy Orb
Mars Orb
Neptune Orb
Eclipse Orb
Whitewyrm Orb
King Orb
Envy Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Whitewyrm Orb
Asgard Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Hourglass Orb
Holywyrm Orb
Asgard Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Valkyrie Orb
Holywyrm Orb
Asgard Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Hourglass Orb
Unholywyrm Orb
Asgard Orb
Valorous King Orb
Destructive King Orb
Valkyrie Orb
Hourglass 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
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Normal Attack Element
Element
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Action Skill
Element
All Allies
Boon *Extends beneficial effects by 1 turn(s)
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Frenzy x 3 turns
Stoneskin x 3 turns
Quick x 3 turns
Celestial Favor x 3 turns
Skill Gauge 30% up
Status Ailment Resistance 60% up x 3 turns
Recover 30% of max HP *The lower the current HP, the higher the amount recovered.
Self
HP 50% up x 3 turns
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ripple x 3 turns
Water Element damage 50% up x 3 turns
All Enemies
200% Water MATK damage
Freeze x 3 turns*Ignores Grace *Only affects Grounded Heroes
Slow x 3 turns*Ignores Grace *Only affects Grounded Heroes
Ice Shot x 3 turns
Celestial Shot x 3 turns *Only affects Grounded Heroes
Blast Shot x 3 turns *Only affects Grounded Heroes
3 front Enemies
150% Water MATK damage
Wind Shot x 3 turns *Only affects Airborne Heroes
3 back Enemies
150% Water MATK damage
Underworld Shot x 3 turns *Only affects Airborne 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) MATK 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) Quick x 3 turns
(Constant) MATK 8% up
All Enemy Humans, Elves, Beasts
(Opener) Frostburn x 5 turns
All Enemies
(Opener) Barrier Seal x 5 turns
Skill Crystal (Water) ×50
Wisdom Rune ×1
Arena Token ×500
Friend Token ×500
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Awakening Lv 6
Self
(Constant) SPD 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) Quick x 3 turns
(Constant) MATK 11% up
All Enemy Humans, Elves, Beasts
(Opener) Frostburn x 5 turns
All Enemies
(Opener) Barrier Seal x 5 turns
Skill Crystal (Water) ×100
Wisdom Rune ×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) SPD 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) Quick x 3 turns
(Constant) MATK 14% up
All Enemy Humans, Elves, Beasts
(Opener) Frostburn x 5 turns
All Enemies
(Opener) Barrier Seal x 5 turns
Skill Crystal (Water) ×150
Wisdom Rune ×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) MDEF 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 16
Self
(Constant) SPD 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 17
All Allies
(Opener) Quick x 3 turns
(Constant) MATK 17% up
All Enemy Humans, Elves, Beasts
(Opener) Frostburn x 5 turns
All Enemies
(Opener) Barrier Seal x 5 turns
Skill Crystal (Water) ×200
Wisdom Rune ×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) MDEF 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 21
Self
(Constant) SPD 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) MDEF 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 25
Self
(Constant) SPD 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 26
All Allies
(Opener) Quick x 3 turns
(Constant) MATK 20% up
All Enemy Humans, Elves, Beasts
(Opener) Frostburn x 5 turns
All Enemies
(Opener) Barrier Seal x 5 turns
Skill Crystal (Water) ×300
Wisdom 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 Eminence in Shadow 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 Eminence in Shadow 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 Eminence in Shadow 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 Eminence in Shadow 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 Eminence in Shadow collab. Can be used to Awaken greater power in certain 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.