Wounded Soul Radsvidr
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Basic Info
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Action Skill
Element
Self
Frenzy x 3 turns
Agitation
Berserk x 3 turns
All Allies
Water Reverberation
Water Ring x 3 turns
Quick x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
200% Water ATK damage *Ignores Shields *Ignores Barriers
Stop x 3 turns *Only affects Human, Elf, and Therian heroes
Ice Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes
Brand x 3 turns*Ignores Grace *Only affects Airborne Heroes
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
3 Enemies with the lowest HP
200% Water ATK damage *Ignores Shields *Ignores Barriers
Water Element Resistance 20% down x 3 turns
2 Enemies with the lowest HP
200% Water ATK damage *Ignores Shields *Ignores Barriers
Self
Frenzy x 3 turns
Agitation
Berserk x 3 turns
All Allies
Water Reverberation
Water Ring x 3 turns
Quick x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge 2% up
All Enemies
220% Water ATK damage *Ignores Shields *Ignores Barriers
Stop x 3 turns *Only affects Human, Elf, and Therian heroes
Ice Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes
Brand x 3 turns*Ignores Grace *Only affects Airborne Heroes
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
3 Enemies with the lowest HP
220% Water ATK damage *Ignores Shields *Ignores Barriers
Water Element Resistance 20% down x 3 turns
2 Enemies with the lowest HP
220% Water ATK damage *Ignores Shields *Ignores Barriers
Self
Frenzy x 3 turns
Agitation
Berserk x 3 turns
All Allies
Water Reverberation
Water Ring x 3 turns
Quick x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge 4% up
All Enemies
240% Water ATK damage *Ignores Shields *Ignores Barriers
Stop x 3 turns *Only affects Human, Elf, and Therian heroes
Ice Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes
Brand x 3 turns*Ignores Grace *Only affects Airborne Heroes
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
3 Enemies with the lowest HP
240% Water ATK damage *Ignores Shields *Ignores Barriers
Water Element Resistance 20% down x 3 turns
2 Enemies with the lowest HP
240% Water ATK damage *Ignores Shields *Ignores Barriers
Self
Frenzy x 3 turns
Agitation
Berserk x 3 turns
All Allies
Water Reverberation
Water Ring x 3 turns
Quick x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge 6% up
All Enemies
260% Water ATK damage *Ignores Shields *Ignores Barriers
Stop x 3 turns *Only affects Human, Elf, and Therian heroes
Ice Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes
Brand x 3 turns*Ignores Grace *Only affects Airborne Heroes
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
3 Enemies with the lowest HP
260% Water ATK damage *Ignores Shields *Ignores Barriers
Water Element Resistance 20% down x 3 turns
2 Enemies with the lowest HP
260% Water ATK damage *Ignores Shields *Ignores Barriers
Self
Frenzy x 3 turns
Agitation
Berserk x 3 turns
All Allies
Water Reverberation
Water Ring x 3 turns
Quick x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge 8% up
All Enemies
280% Water ATK damage *Ignores Shields *Ignores Barriers
Stop x 3 turns *Only affects Human, Elf, and Therian heroes
Ice Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes
Brand x 3 turns*Ignores Grace *Only affects Airborne Heroes
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
3 Enemies with the lowest HP
280% Water ATK damage *Ignores Shields *Ignores Barriers
Water Element Resistance 20% down x 3 turns
2 Enemies with the lowest HP
280% Water ATK damage *Ignores Shields *Ignores Barriers
Self
Frenzy x 3 turns
Agitation
Berserk x 3 turns
All Allies
Water Reverberation
Water Ring x 3 turns
Quick x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge 10% up
All Enemies
300% Water ATK damage *Ignores Shields *Ignores Barriers
Stop x 3 turns *Only affects Human, Elf, and Therian heroes
Ice Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes
Brand x 3 turns*Ignores Grace *Only affects Airborne Heroes
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
3 Enemies with the lowest HP
300% Water ATK damage *Ignores Shields *Ignores Barriers
Water Element Resistance 20% down x 3 turns
2 Enemies with the lowest HP
300% Water ATK damage *Ignores Shields *Ignores Barriers
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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
(Constant) High Gravity Field Resistance 20% up
Self
(Constant) High Gravity Field Resistance 40% up
Self
(Constant) High Gravity Field Resistance 60% up
Self
(Constant) High Gravity Field Resistance 80% up
Self
(Constant) High Gravity Field Resistance 100% up
All Allies
(Constant) ATK 10% up
3 Enemies with the lowest HP *Only affects Grounded Heroes
(Opener) Erode 10% x 3 turns
All Allies
(Constant) ATK 15% up
3 Enemies with the lowest HP *Only affects Grounded Heroes
(Opener) Erode 15% x 3 turns
All Allies
(Constant) ATK 20% up
3 Enemies with the lowest HP *Only affects Grounded Heroes
(Opener) Erode 20% x 3 turns
All Allies
(Constant) ATK 25% up
3 Enemies with the lowest HP *Only affects Grounded Heroes
(Opener) Erode 25% x 3 turns
All Allies
(Constant) ATK 30% up
3 Enemies with the lowest HP *Only affects Grounded Heroes
(Opener) Erode 30% x 3 turns
All Allies
(Constant) Water Element damage 10% up
(Constant) 10% damage up against Aesir
All Allies
(Constant) Water Element damage 15% up
(Constant) 15% damage up against Aesir
All Allies
(Constant) Water Element damage 20% up
(Constant) 20% damage up against Aesir
All Allies
(Constant) Water Element damage 25% up
(Constant) 25% damage up against Aesir
All Allies
(Constant) Water Element damage 30% up
(Constant) 30% damage up against Aesir
All Allies
(Opener) Exhaust Resistance 20% up x 5 turns
(Opener) Slow Resistance 20% up x 5 turns
(Constant) MDEF 10% up
All Allies
(Opener) Exhaust Resistance 40% up x 5 turns
(Opener) Slow Resistance 40% up x 5 turns
(Constant) MDEF 15% up
All Allies
(Opener) Exhaust Resistance 60% up x 5 turns
(Opener) Slow Resistance 60% up x 5 turns
(Constant) MDEF 20% up
All Allies
(Opener) Exhaust Resistance 80% up x 5 turns
(Opener) Slow Resistance 80% up x 5 turns
(Constant) MDEF 25% up
All Allies
(Opener) Exhaust Resistance 100% up x 5 turns
(Opener) Slow Resistance 100% up x 5 turns
(Constant) MDEF 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
Power Orb
Life Orb
Wing Orb
Shell Orb
Fruit Orb
Jester Orb
Technique Orb
Eagle Orb
Spider Orb
Steed Orb
Verdfruit Orb
Warrior Orb
Knowledge Orb
Eagle Orb
Spider Orb
Colt Orb
Verdfruit Orb
Warrior Orb
Technique Orb
Eagle Orb
Squirrel Orb
Wyrm Orb
Verdfruit Orb
Luxsea Orb
Sun Orb
Moon Orb
Star Orb
Dawnmist Orb
Verdwyrm Orb
Luxland Orb
Cervus Orb
Pavo Orb
Ursus Orb
Luxwing Orb
Verdwyrm Orb
Luxland Orb
Cervus Orb
Pavo Orb
Ursus Orb
Noxshell Orb
Verdwyrm Orb
Dragoon Orb
Blizzard Orb
Jupiter Orb
Uranus Orb
Newmoon Orb
Ghost Orb
Bishop Orb
Blizzard Orb
Mars Orb
Neptune Orb
Newmoon Orb
Ghost Orb
Valor Orb
Ninja Orb
Uranus Orb
Neptune Orb
Eclipse Orb
Pegasus Orb
King Orb
Sloth Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Blackwyrm Orb
King Orb
Sloth Orb
Mars Orb
Saturn Orb
Newmoon Orb
Whitewyrm Orb
Purgatory Orb
Ancient God Orb
Death Orb
War God Orb
Valkyrie Orb
Holywyrm Orb
Purgatory Orb
Ancient God Orb
Death Orb
War God Orb
Goddess Orb
Holywyrm Orb
Purgatory Orb
Death Orb
Ancient God Orb
Goddess Orb
Hourglass Orb
Unholywyrm Orb
Purgatory Orb
Ancient God Orb
Death Orb
Valkyrie Orb
Domination Orb
Holywyrm Orb
Wicked Hawk Orb (Dwarf)
Holy Wolf Orb (Dwarf)
Wicked Wolf Orb (Dwarf)
Holy Boar Orb (Dwarf)
Holy Butterfly Orb (Dwarf)
Shell 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
●
Action Skill
Element
Self
Frenzy x 3 turns
Agitation
Berserk x 3 turns
All Allies
Water Reverberation
Water Ring x 3 turns
Quick x 3 turns
Boon *Extends beneficial effects by 1 turn(s)
All Enemies
200% Water ATK damage *Ignores Shields *Ignores Barriers
Stop x 3 turns *Only affects Human, Elf, and Therian heroes
Ice Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes
Brand x 3 turns*Ignores Grace *Only affects Airborne Heroes
Erode 30% x 3 turns*Ignores Grace *Only affects Airborne Heroes
3 Enemies with the lowest HP
200% Water ATK damage *Ignores Shields *Ignores Barriers
Water Element Resistance 20% down x 3 turns
2 Enemies with the lowest HP
200% Water ATK damage *Ignores Shields *Ignores Barriers
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Limit Burst
All Enemies
20% Water ATK damage 15 times
All Allied Parties
ATK 15% up x 5 turns
DEF 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
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) 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
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) 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
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) 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
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) 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
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.