Outcast Hermes
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Basic Info
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Action Skill
Element
Self
Quick x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ring x 3 turns
Fortify
Enemy with the lowest Water Resistance
Status Ailment Resistance 50% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the lowest Water Resistance
Status Ailment Resistance 40% down x 3 turns
Water Element Resistance 20% down x 3 turns
All Enemies
Status Ailment Resistance 30% down x 3 turns
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Ice Shot x 3 turns*Ignores Grace
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
Water Element Resistance 30% down x 3 turns
400% Water MATK damage *Ignores Shields *Ignores Barriers
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Water Ripple x 3 turns
Shadow Clone x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Divine Aid x 3 turns*All stats 10% up for each Elf in the Ally and Enemy Party.
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Celestial Favor x 3 turns
Resolute x 3 turns
4 front Enemies
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Despair *Extends status ailments by 1 turn(s)
Ill Omen *Shortens beneficial effects by 1 turn(s)
Skill Gauge 30% down
Barrier Seal x 3 turns
Shield Seal x 3 turns
200% Water MATK damage *Ignores Shields *Ignores Barriers
[On Fortify] Self
Status Ailment Resistance 100% up x 10 turns
Stoneskin x 5 turns
Frenzy x 5 turns
Master x 5 turns
Recover 100% of max HP
[On Grace]Self
Skill Gauge 10% up
Frenzy x 2 turns
Master x 2 turns
Sureshot x 3 turns
Recover 30% of max HP
Self
Quick x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ring x 3 turns
Fortify
Enemy with the lowest Water Resistance
Status Ailment Resistance 50% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the lowest Water Resistance
Status Ailment Resistance 40% down x 3 turns
Water Element Resistance 20% down x 3 turns
All Enemies
Status Ailment Resistance 30% down x 3 turns
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Ice Shot x 3 turns*Ignores Grace
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
Water Element Resistance 30% down x 3 turns
MDEF 4% down x 3 turns
420% Water MATK damage *Ignores Shields *Ignores Barriers
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Water Ripple x 3 turns
Shadow Clone x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Divine Aid x 3 turns*All stats 10% up for each Elf in the Ally and Enemy Party.
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Celestial Favor x 3 turns
Resolute x 3 turns
4 front Enemies
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Despair *Extends status ailments by 1 turn(s)
Ill Omen *Shortens beneficial effects by 1 turn(s)
Skill Gauge 32% down
Barrier Seal x 3 turns
Shield Seal x 3 turns
220% Water MATK damage *Ignores Shields *Ignores Barriers
[On Fortify] Self
Status Ailment Resistance 100% up x 10 turns
Stoneskin x 5 turns
Frenzy x 5 turns
Master x 5 turns
Recover 100% of max HP
[On Grace]Self
Skill Gauge 10% up
Frenzy x 2 turns
Master x 2 turns
Sureshot x 3 turns
Recover 30% of max HP
Self
Quick x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ring x 3 turns
Fortify
Enemy with the lowest Water Resistance
Status Ailment Resistance 50% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the lowest Water Resistance
Status Ailment Resistance 40% down x 3 turns
Water Element Resistance 20% down x 3 turns
All Enemies
Status Ailment Resistance 30% down x 3 turns
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Ice Shot x 3 turns*Ignores Grace
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
Water Element Resistance 30% down x 3 turns
MDEF 8% down x 3 turns
440% Water MATK damage *Ignores Shields *Ignores Barriers
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Water Ripple x 3 turns
Shadow Clone x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Divine Aid x 3 turns*All stats 10% up for each Elf in the Ally and Enemy Party.
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Celestial Favor x 3 turns
Resolute x 3 turns
4 front Enemies
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Despair *Extends status ailments by 1 turn(s)
Ill Omen *Shortens beneficial effects by 1 turn(s)
Skill Gauge 34% down
Barrier Seal x 3 turns
Shield Seal x 3 turns
240% Water MATK damage *Ignores Shields *Ignores Barriers
[On Fortify] Self
Status Ailment Resistance 100% up x 10 turns
Stoneskin x 5 turns
Frenzy x 5 turns
Master x 5 turns
Recover 100% of max HP
[On Grace]Self
Skill Gauge 10% up
Frenzy x 2 turns
Master x 2 turns
Sureshot x 3 turns
Recover 30% of max HP
Self
Quick x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ring x 3 turns
Fortify
Enemy with the lowest Water Resistance
Status Ailment Resistance 50% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the lowest Water Resistance
Status Ailment Resistance 40% down x 3 turns
Water Element Resistance 20% down x 3 turns
All Enemies
Status Ailment Resistance 30% down x 3 turns
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Ice Shot x 3 turns*Ignores Grace
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
Water Element Resistance 30% down x 3 turns
MDEF 12% down x 3 turns
460% Water MATK damage *Ignores Shields *Ignores Barriers
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Water Ripple x 3 turns
Shadow Clone x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Divine Aid x 3 turns*All stats 10% up for each Elf in the Ally and Enemy Party.
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Celestial Favor x 3 turns
Resolute x 3 turns
4 front Enemies
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Despair *Extends status ailments by 1 turn(s)
Ill Omen *Shortens beneficial effects by 1 turn(s)
Skill Gauge 36% down
Barrier Seal x 3 turns
Shield Seal x 3 turns
260% Water MATK damage *Ignores Shields *Ignores Barriers
[On Fortify] Self
Status Ailment Resistance 100% up x 10 turns
Stoneskin x 5 turns
Frenzy x 5 turns
Master x 5 turns
Recover 100% of max HP
[On Grace]Self
Skill Gauge 10% up
Frenzy x 2 turns
Master x 2 turns
Sureshot x 3 turns
Recover 30% of max HP
Self
Quick x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ring x 3 turns
Fortify
Enemy with the lowest Water Resistance
Status Ailment Resistance 50% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the lowest Water Resistance
Status Ailment Resistance 40% down x 3 turns
Water Element Resistance 20% down x 3 turns
All Enemies
Status Ailment Resistance 30% down x 3 turns
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Ice Shot x 3 turns*Ignores Grace
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
Water Element Resistance 30% down x 3 turns
MDEF 16% down x 3 turns
480% Water MATK damage *Ignores Shields *Ignores Barriers
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Water Ripple x 3 turns
Shadow Clone x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Divine Aid x 3 turns*All stats 10% up for each Elf in the Ally and Enemy Party.
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Celestial Favor x 3 turns
Resolute x 3 turns
4 front Enemies
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Despair *Extends status ailments by 1 turn(s)
Ill Omen *Shortens beneficial effects by 1 turn(s)
Skill Gauge 38% down
Barrier Seal x 3 turns
Shield Seal x 3 turns
280% Water MATK damage *Ignores Shields *Ignores Barriers
[On Fortify] Self
Status Ailment Resistance 100% up x 10 turns
Stoneskin x 5 turns
Frenzy x 5 turns
Master x 5 turns
Recover 100% of max HP
[On Grace]Self
Skill Gauge 10% up
Frenzy x 2 turns
Master x 2 turns
Sureshot x 3 turns
Recover 30% of max HP
Self
Quick x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Water Ring x 3 turns
Fortify
Enemy with the lowest Water Resistance
Status Ailment Resistance 50% down x 3 turns
Water Element Resistance 20% down x 3 turns
3 Enemies with the lowest Water Resistance
Status Ailment Resistance 40% down x 3 turns
Water Element Resistance 20% down x 3 turns
All Enemies
Status Ailment Resistance 30% down x 3 turns
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Ice Shot x 3 turns*Ignores Grace
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
Water Element Resistance 30% down x 3 turns
MDEF 20% down x 3 turns
500% Water MATK damage *Ignores Shields *Ignores Barriers
All Allies
Boon *Extends beneficial effects by 1 turn(s)
Grace x 3
Water Ripple x 3 turns
Shadow Clone x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
Divine Aid x 3 turns*All stats 10% up for each Elf in the Ally and Enemy Party.
ATK/MATK Skill Gauge Conversion Barrier *Barrier disappears after 3 turns or receiving 5 attacks
Celestial Favor x 3 turns
Resolute x 3 turns
4 front Enemies
Vortex x 3 turns*Ignores Grace *Only affects Dwarf, and Celestial heroes
Despair *Extends status ailments by 1 turn(s)
Ill Omen *Shortens beneficial effects by 1 turn(s)
Skill Gauge 40% down
Barrier Seal x 3 turns
Shield Seal x 3 turns
300% Water MATK damage *Ignores Shields *Ignores Barriers
[On Fortify] Self
Status Ailment Resistance 100% up x 10 turns
Stoneskin x 5 turns
Frenzy x 5 turns
Master x 5 turns
Recover 100% of max HP
[On Grace]Self
Skill Gauge 10% up
Frenzy x 2 turns
Master x 2 turns
Sureshot x 3 turns
Recover 30% of max HP
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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
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 10% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 20% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 30% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 40% up
All Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 50% 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
All Allies
(Constant) Damage up 20% against airborne enemies
(Constant) 20% damage up against Dwarves
All Allies
(Constant) Damage up 25% against airborne enemies
(Constant) 25% damage up against Dwarves
All Allies
(Constant) Damage up 30% against airborne enemies
(Constant) 30% damage up against Dwarves
All Allies
(Constant) Damage up 35% against airborne enemies
(Constant) 35% damage up against Dwarves
All Allies
(Constant) Damage up 40% against airborne enemies
(Constant) 40% damage up against Dwarves
All Enemies
(Opener) Status Ailment Resistance 50% down x 5 turns
(Opener) Fear x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) All Stats excluding HP 10% up
All Enemies
(Opener) Status Ailment Resistance 50% down x 5 turns
(Opener) Fear x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) All Stats excluding HP 15% up
All Enemies
(Opener) Status Ailment Resistance 50% down x 5 turns
(Opener) Fear x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) All Stats excluding HP 20% up
All Enemies
(Opener) Status Ailment Resistance 50% down x 5 turns
(Opener) Fear x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) All Stats excluding HP 25% up
All Enemies
(Opener) Status Ailment Resistance 50% down x 5 turns
(Opener) Fear x 5 turns
All Allies
(Opener) Quick x 5 turns
(Constant) All Stats excluding HP 30% up
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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
Wing Orb
Hide Orb
Fruit Orb
Mage Orb
Technique Orb
Hawk Orb
Scorpion Orb
Steed Orb
Verdfruit Orb
Jester Orb
Knowledge Orb
Eagle Orb
Scorpion Orb
Steed Orb
Verdfruit Orb
Jester Orb
Knowledge Orb
Hawk Orb
Scorpion Orb
Wyrm Orb
Verdfruit Orb
Noxland Orb
Sun Orb
Moon Orb
Meteor Orb
Duskmist Orb
Verdwyrm Orb
Noxland Orb
Cervus Orb
Pavo Orb
Kitsune Orb
Luxwing Orb
Verdwyrm Orb
Noxsea Orb
Cervus Orb
Pavo Orb
Kitsune Orb
Noxshell Orb
Verdwyrm Orb
Dragoon Orb
Quicksand Orb
Jupiter Orb
Uranus Orb
Newmoon Orb
Ghost Orb
Bishop Orb
Blizzard Orb
Mercury Orb
Neptune Orb
Eclipse Orb
Ghost Orb
Valor Orb
Ninja Orb
Uranus Orb
Neptune Orb
Eclipse Orb
Unicorn Orb
King Orb
Envy Orb
Saturn Orb
Neptune Orb
Newmoon Orb
Whitewyrm Orb
King Orb
Envy Orb
Mercury Orb
Venus Orb
Eclipse Orb
Blackwyrm Orb
Asgard Orb
Ancient God Orb
Death Orb
War God Orb
Goddess Orb
Holywyrm Orb
Asgard Orb
Ancient God Orb
Death Orb
War God Orb
Hourglass Orb
Unholywyrm Orb
Asgard Orb
Death Orb
Ancient God Orb
Goddess Orb
Valkyrie Orb
Unholywyrm Orb
Asgard Orb
Ancient God Orb
Death Orb
Goddess 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)
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