Mechanism Queen Tholin
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Basic Info
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Action Skill
Element
Self
Stoneskin x 3 turns
Overpower x 3 turns
Skill Gauge Down Nullified x 3 turns
Stat Debuffs Nullified x 3 turns
3 Allies with the highest MATK
Agitation
All Allies
Frenzy x 3 turns
Shadow Clone x 3 turns
Quick x 3 turns
Master x 3 turns<[Ascension Condition ] Inflict a total of at least 50000 Dark damage> *Can be set at Ascension Lv 4 or higher
Dark Ring x 3 turns<[Ascension Condition ] Use Dark Auto Skills 5 or more times> *Can be set at Ascension Lv 3 or higher
Dark Resonance x 3 turns *Dark Element damage 10% up for each Dark Element Hero in the party.
Light Element Resistance 50% up x 3 turns
Damage up 30% against Light element enemies x 3 turns
All Enemies
200% Dark MATK damage *Ignores Shields *Ignores Barriers
Shadowbound x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Underworld Shot x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Blast Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes<[Ascension Condition ] Use Action Skills 1 or more times> *Can be set at Ascension Lv 5 or higher
Dark Element Resistance 50% down x 3 turns
Stat Buffs Nullified x 3 turns<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 1 or higher
Despair *Extends status ailments by 1 turn(s)<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 5 or higher
4 front Enemies
200% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Stat Buffs Nullified x 3 turns
Skill Gauge 20% down
2 back Enemies
200% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Dark Element Resistance 50% down x 3 turns*Only affects Light Element Heroes
Skill Gauge 50% down<[Ascension Condition ] HP decreases by at least 20% of your max HP in 1 attack> *Can be set at Ascension Lv 2 or higher
Self
Stoneskin x 3 turns
Overpower x 3 turns
Skill Gauge Down Nullified x 3 turns
Stat Debuffs Nullified x 3 turns
3 Allies with the highest MATK
Agitation
All Allies
Frenzy x 3 turns
Shadow Clone x 3 turns
Quick x 3 turns
Master x 3 turns<[Ascension Condition ] Inflict a total of at least 50000 Dark damage> *Can be set at Ascension Lv 4 or higher
Dark Ring x 3 turns<[Ascension Condition ] Use Dark Auto Skills 5 or more times> *Can be set at Ascension Lv 3 or higher
Dark Resonance x 3 turns *Dark Element damage 10% up for each Dark Element Hero in the party.
Light Element Resistance 50% up x 3 turns
Damage up 30% against Light element enemies x 3 turns
MATK 4% up x 3 turns
All Enemies
220% Dark MATK damage *Ignores Shields *Ignores Barriers
Shadowbound x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Underworld Shot x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Blast Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes<[Ascension Condition ] Use Action Skills 1 or more times> *Can be set at Ascension Lv 5 or higher
Dark Element Resistance 50% down x 3 turns
Stat Buffs Nullified x 3 turns<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 1 or higher
Despair *Extends status ailments by 1 turn(s)<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 5 or higher
4 front Enemies
220% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Stat Buffs Nullified x 3 turns
Skill Gauge 22% down
2 back Enemies
220% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Dark Element Resistance 50% down x 3 turns*Only affects Light Element Heroes
Skill Gauge 50% down<[Ascension Condition ] HP decreases by at least 20% of your max HP in 1 attack> *Can be set at Ascension Lv 2 or higher
Self
Stoneskin x 3 turns
Overpower x 3 turns
Skill Gauge Down Nullified x 3 turns
Stat Debuffs Nullified x 3 turns
3 Allies with the highest MATK
Agitation
All Allies
Frenzy x 3 turns
Shadow Clone x 3 turns
Quick x 3 turns
Master x 3 turns<[Ascension Condition ] Inflict a total of at least 50000 Dark damage> *Can be set at Ascension Lv 4 or higher
Dark Ring x 3 turns<[Ascension Condition ] Use Dark Auto Skills 5 or more times> *Can be set at Ascension Lv 3 or higher
Dark Resonance x 3 turns *Dark Element damage 10% up for each Dark Element Hero in the party.
Light Element Resistance 50% up x 3 turns
Damage up 30% against Light element enemies x 3 turns
MATK 8% up x 3 turns
All Enemies
240% Dark MATK damage *Ignores Shields *Ignores Barriers
Shadowbound x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Underworld Shot x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Blast Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes<[Ascension Condition ] Use Action Skills 1 or more times> *Can be set at Ascension Lv 5 or higher
Dark Element Resistance 50% down x 3 turns
Stat Buffs Nullified x 3 turns<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 1 or higher
Despair *Extends status ailments by 1 turn(s)<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 5 or higher
4 front Enemies
240% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Stat Buffs Nullified x 3 turns
Skill Gauge 24% down
2 back Enemies
240% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Dark Element Resistance 50% down x 3 turns*Only affects Light Element Heroes
Skill Gauge 50% down<[Ascension Condition ] HP decreases by at least 20% of your max HP in 1 attack> *Can be set at Ascension Lv 2 or higher
Self
Stoneskin x 3 turns
Overpower x 3 turns
Skill Gauge Down Nullified x 3 turns
Stat Debuffs Nullified x 3 turns
3 Allies with the highest MATK
Agitation
All Allies
Frenzy x 3 turns
Shadow Clone x 3 turns
Quick x 3 turns
Master x 3 turns<[Ascension Condition ] Inflict a total of at least 50000 Dark damage> *Can be set at Ascension Lv 4 or higher
Dark Ring x 3 turns<[Ascension Condition ] Use Dark Auto Skills 5 or more times> *Can be set at Ascension Lv 3 or higher
Dark Resonance x 3 turns *Dark Element damage 10% up for each Dark Element Hero in the party.
Light Element Resistance 50% up x 3 turns
Damage up 30% against Light element enemies x 3 turns
MATK 12% up x 3 turns
All Enemies
260% Dark MATK damage *Ignores Shields *Ignores Barriers
Shadowbound x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Underworld Shot x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Blast Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes<[Ascension Condition ] Use Action Skills 1 or more times> *Can be set at Ascension Lv 5 or higher
Dark Element Resistance 50% down x 3 turns
Stat Buffs Nullified x 3 turns<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 1 or higher
Despair *Extends status ailments by 1 turn(s)<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 5 or higher
4 front Enemies
260% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Stat Buffs Nullified x 3 turns
Skill Gauge 26% down
2 back Enemies
260% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Dark Element Resistance 50% down x 3 turns*Only affects Light Element Heroes
Skill Gauge 50% down<[Ascension Condition ] HP decreases by at least 20% of your max HP in 1 attack> *Can be set at Ascension Lv 2 or higher
Self
Stoneskin x 3 turns
Overpower x 3 turns
Skill Gauge Down Nullified x 3 turns
Stat Debuffs Nullified x 3 turns
3 Allies with the highest MATK
Agitation
All Allies
Frenzy x 3 turns
Shadow Clone x 3 turns
Quick x 3 turns
Master x 3 turns<[Ascension Condition ] Inflict a total of at least 50000 Dark damage> *Can be set at Ascension Lv 4 or higher
Dark Ring x 3 turns<[Ascension Condition ] Use Dark Auto Skills 5 or more times> *Can be set at Ascension Lv 3 or higher
Dark Resonance x 3 turns *Dark Element damage 10% up for each Dark Element Hero in the party.
Light Element Resistance 50% up x 3 turns
Damage up 30% against Light element enemies x 3 turns
MATK 16% up x 3 turns
All Enemies
280% Dark MATK damage *Ignores Shields *Ignores Barriers
Shadowbound x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Underworld Shot x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Blast Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes<[Ascension Condition ] Use Action Skills 1 or more times> *Can be set at Ascension Lv 5 or higher
Dark Element Resistance 50% down x 3 turns
Stat Buffs Nullified x 3 turns<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 1 or higher
Despair *Extends status ailments by 1 turn(s)<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 5 or higher
4 front Enemies
280% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Stat Buffs Nullified x 3 turns
Skill Gauge 28% down
2 back Enemies
280% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Dark Element Resistance 50% down x 3 turns*Only affects Light Element Heroes
Skill Gauge 50% down<[Ascension Condition ] HP decreases by at least 20% of your max HP in 1 attack> *Can be set at Ascension Lv 2 or higher
Self
Stoneskin x 3 turns
Overpower x 3 turns
Skill Gauge Down Nullified x 3 turns
Stat Debuffs Nullified x 3 turns
3 Allies with the highest MATK
Agitation
All Allies
Frenzy x 3 turns
Shadow Clone x 3 turns
Quick x 3 turns
Master x 3 turns<[Ascension Condition ] Inflict a total of at least 50000 Dark damage> *Can be set at Ascension Lv 4 or higher
Dark Ring x 3 turns<[Ascension Condition ] Use Dark Auto Skills 5 or more times> *Can be set at Ascension Lv 3 or higher
Dark Resonance x 3 turns *Dark Element damage 10% up for each Dark Element Hero in the party.
Light Element Resistance 50% up x 3 turns
Damage up 30% against Light element enemies x 3 turns
MATK 20% up x 3 turns
All Enemies
300% Dark MATK damage *Ignores Shields *Ignores Barriers
Shadowbound x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Underworld Shot x 3 turns*Ignores Grace *Only affects Human, and Celestial heroes
Blast Shot x 3 turns*Ignores Grace *Only affects Airborne Heroes<[Ascension Condition ] Use Action Skills 1 or more times> *Can be set at Ascension Lv 5 or higher
Dark Element Resistance 50% down x 3 turns
Stat Buffs Nullified x 3 turns<[Ascension Condition ] Use Action Skills 2 or more times> *Can be set at Ascension Lv 1 or higher
Despair *Extends status ailments by 1 turn(s)<[Ascension Condition ] Use Action Skills 3 or more times> *Can be set at Ascension Lv 5 or higher
4 front Enemies
300% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Stat Buffs Nullified x 3 turns
Skill Gauge 30% down
2 back Enemies
300% Dark MATK damage *Ignores Shields *Ignores Barriers
Pitchain x 3 turns*Ignores Grace *Only affects Airborne Heroes
Dark Element Resistance 50% down x 3 turns*Only affects Light Element Heroes
Skill Gauge 50% down<[Ascension Condition ] HP decreases by at least 20% of your max HP in 1 attack> *Can be set at Ascension Lv 2 or higher
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Limit Burst
All Enemies
40% Dark ATK/MATK Average damage 5 times
All Allied Parties
ATK 10% up x 5 turns
MATK 10% up x 5 turns
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Passive Skill
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 10% against airborne enemies
(Constant) Dark Element damage 10% up
All Allies
(Constant) Damage up 15% against airborne enemies
(Constant) Dark Element damage 15% up
All Allies
(Constant) Damage up 20% against airborne enemies
(Constant) Dark Element damage 20% up
All Allies
(Constant) Damage up 25% against airborne enemies
(Constant) Dark Element damage 25% up
All Allies
(Constant) Damage up 30% against airborne enemies
(Constant) Dark Element damage 30% up
Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 20% up
2 front Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 20% up
Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 35% up
2 front Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 35% up
Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 50% up
2 front Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 50% up
Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 65% up
2 front Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 65% up
Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 80% up
2 front Allies
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) Thunderchain Resistance 80% up
All Airborne Enemies
(Opener) Slow x 5 turns
Self
(Constant) HP 8% up
(Constant) 10% damage up against Humans
All Allies Excluding Self
(Constant) 10% damage up against Humans
All Airborne Enemies
(Opener) Slow x 5 turns
Self
(Constant) HP 11% up
(Constant) 20% damage up against Humans
All Allies Excluding Self
(Constant) 15% damage up against Humans
All Airborne Enemies
(Opener) Slow x 5 turns
Self
(Constant) HP 14% up
(Constant) 30% damage up against Humans
All Allies Excluding Self
(Constant) 20% damage up against Humans
All Airborne Enemies
(Opener) Slow x 5 turns
Self
(Constant) HP 17% up
(Constant) 40% damage up against Humans
All Allies Excluding Self
(Constant) 25% damage up against Humans
All Airborne Enemies
(Opener) Slow x 5 turns
Self
(Constant) HP 20% up
(Constant) 50% damage up against Humans
All Allies Excluding Self
(Constant) 30% damage up against Humans
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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
Wing Orb
Shell Orb
Fruit Orb
Mage Orb
Knowledge Orb
Hawk Orb
Spider Orb
Steed Orb
Verdfruit Orb
Priest Orb
Knowledge Orb
Eagle Orb
Spider Orb
Colt Orb
Verdfruit Orb
Mage Orb
Technique Orb
Hawk Orb
Squirrel Orb
Wyrm Orb
Verdfruit Orb
Noxsea Orb
Sun Orb
Moon Orb
Meteor Orb
Duskmist Orb
Verdwyrm Orb
Noxland Orb
Cervus Orb
Pavo Orb
Ursus Orb
Luxwing Orb
Verdwyrm Orb
Noxsea 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
Quicksand Orb
Mercury Orb
Neptune Orb
Fullmoon Orb
Ghost Orb
Valor Orb
Ninja Orb
Uranus Orb
Venus Orb
Newmoon Orb
Pegasus Orb
King Orb
Sloth Orb
Saturn Orb
Neptune Orb
Fullmoon Orb
Blackwyrm Orb
Champion Orb
Sloth Orb
Mercury Orb
Venus Orb
Newmoon Orb
Whitewyrm Orb
Purgatory Orb
Ancient God Orb
Death Orb
Resurrection Orb
Goddess Orb
Unholywyrm Orb
Purgatory Orb
Death Orb
Ancient God Orb
Resurrection Orb
Hourglass Orb
Holywyrm Orb
Purgatory Orb
Ancient God Orb
Death Orb
Domination Orb
Hourglass Orb
Unholywyrm Orb
Purgatory Orb
Death Orb
Ancient God Orb
Goddess Orb
Hourglass Orb
Holywyrm 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)
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