Nature's Wrath Randvitter
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Basic Info
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Action Skill
Element
Self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Buff Swipe x 3 turns
Skill Gauge 20% up
Fortify
[On Fortify] Self
Recover 50% of max HP
Status Ailment Resistance 100% up x 5 turns
50% Recovery Shield x 5 turns
Water Element damage 50% up x 10 turns
Quick x 10 turns
Master x 10 turns
Skill Gauge 30% up
All Allies
Shadow Clone x 3 turns
Sureshot x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
3 Enemies with the lowest HP
30% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 Enemies with the lowest MDEF
30% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
All Enemies
180% Water MATK damage *Ignores Shields *Ignores Counterattacks
Fear x 3 turns *Only affects Grounded Heroes
MDEF 30% down x 3 turns
Self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Buff Swipe x 3 turns
Skill Gauge 22% up
Fortify
[On Fortify] Self
Recover 50% of max HP
Status Ailment Resistance 100% up x 5 turns
50% Recovery Shield x 5 turns
Water Element damage 50% up x 10 turns
Quick x 10 turns
Master x 10 turns
Skill Gauge 30% up
All Allies
Shadow Clone x 3 turns
Sureshot x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
3 Enemies with the lowest HP
34% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 Enemies with the lowest MDEF
34% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
All Enemies
200% Water MATK damage *Ignores Shields *Ignores Counterattacks
Fear x 3 turns *Only affects Grounded Heroes
MDEF 30% down x 3 turns
Self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Buff Swipe x 3 turns
Skill Gauge 24% up
Fortify
[On Fortify] Self
Recover 50% of max HP
Status Ailment Resistance 100% up x 5 turns
50% Recovery Shield x 5 turns
Water Element damage 50% up x 10 turns
Quick x 10 turns
Master x 10 turns
Skill Gauge 30% up
All Allies
Shadow Clone x 3 turns
Sureshot x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
3 Enemies with the lowest HP
38% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 Enemies with the lowest MDEF
38% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
All Enemies
220% Water MATK damage *Ignores Shields *Ignores Counterattacks
Fear x 3 turns *Only affects Grounded Heroes
MDEF 30% down x 3 turns
Self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Buff Swipe x 3 turns
Skill Gauge 26% up
Fortify
[On Fortify] Self
Recover 50% of max HP
Status Ailment Resistance 100% up x 5 turns
50% Recovery Shield x 5 turns
Water Element damage 50% up x 10 turns
Quick x 10 turns
Master x 10 turns
Skill Gauge 30% up
All Allies
Shadow Clone x 3 turns
Sureshot x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
3 Enemies with the lowest HP
42% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 Enemies with the lowest MDEF
42% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
All Enemies
240% Water MATK damage *Ignores Shields *Ignores Counterattacks
Fear x 3 turns *Only affects Grounded Heroes
MDEF 30% down x 3 turns
Self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Buff Swipe x 3 turns
Skill Gauge 28% up
Fortify
[On Fortify] Self
Recover 50% of max HP
Status Ailment Resistance 100% up x 5 turns
50% Recovery Shield x 5 turns
Water Element damage 50% up x 10 turns
Quick x 10 turns
Master x 10 turns
Skill Gauge 30% up
All Allies
Shadow Clone x 3 turns
Sureshot x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
3 Enemies with the lowest HP
46% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 Enemies with the lowest MDEF
46% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
All Enemies
260% Water MATK damage *Ignores Shields *Ignores Counterattacks
Fear x 3 turns *Only affects Grounded Heroes
MDEF 30% down x 3 turns
Self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Buff Swipe x 3 turns
Skill Gauge 30% up
Fortify
[On Fortify] Self
Recover 50% of max HP
Status Ailment Resistance 100% up x 5 turns
50% Recovery Shield x 5 turns
Water Element damage 50% up x 10 turns
Quick x 10 turns
Master x 10 turns
Skill Gauge 30% up
All Allies
Shadow Clone x 3 turns
Sureshot x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
3 Enemies with the lowest HP
50% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 Enemies with the lowest MDEF
50% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
All Enemies
280% Water MATK damage *Ignores Shields *Ignores Counterattacks
Fear x 3 turns *Only affects Grounded Heroes
MDEF 30% down x 3 turns
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Limit Burst
Enemy with the lowest HP
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest ATK
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest DEF
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest MATK
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest MDEF
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest SPD
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest EVA
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest ACC
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Allies
Master x 5 turns
All Allied Parties
Quick 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 Enemies
(Opener) DEF 3% down x 15 turns
(Opener) MDEF 3% down x 15 turns
All Allies
(Constant) Damage up 10% against grounded enemies
All Enemies
(Opener) DEF 6% down x 15 turns
(Opener) MDEF 6% down x 15 turns
All Allies
(Constant) Damage up 15% against grounded enemies
All Enemies
(Opener) DEF 9% down x 15 turns
(Opener) MDEF 9% down x 15 turns
All Allies
(Constant) Damage up 20% against grounded enemies
All Enemies
(Opener) DEF 12% down x 15 turns
(Opener) MDEF 12% down x 15 turns
All Allies
(Constant) Damage up 25% against grounded enemies
All Enemies
(Opener) DEF 15% down x 15 turns
(Opener) MDEF 15% down x 15 turns
All Allies
(Constant) Damage up 30% against grounded enemies
Self
(Constant) 2% Regain
(Constant) Pitchain Resistance 20% up
Self
(Constant) 4% Regain
(Constant) Pitchain Resistance 35% up
Self
(Constant) 6% Regain
(Constant) Pitchain Resistance 50% up
Self
(Constant) 8% Regain
(Constant) Pitchain Resistance 65% up
Self
(Constant) 10% Regain
(Constant) Pitchain Resistance 80% up
All Allies
(Opener) Quick x 5 turns
(Constant) 10% damage up against Therians
All Allies
(Opener) Quick x 5 turns
(Constant) 15% damage up against Therians
All Allies
(Opener) Quick x 5 turns
(Constant) 20% damage up against Therians
All Allies
(Opener) Quick x 5 turns
(Constant) 25% damage up against Therians
All Allies
(Opener) Quick x 5 turns
(Constant) 30% damage up against Therians
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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
Guard Orb
Power Orb
Wing Orb
Shell Orb
Fruit Orb
Priest Orb
Technique Orb
Eagle Orb
Cat Orb
Steed Orb
Verdfruit Orb
Warrior Orb
Knowledge Orb
Hawk Orb
Boar Orb
Steed Orb
Verdfruit Orb
Knight Orb
Technique Orb
Eagle Orb
Cat Orb
Wyrm Orb
Verdfruit Orb
Luxsea Orb
Sun Orb
Moon Orb
Star Orb
Duskmist Orb
Verdwyrm Orb
Luxland Orb
Cervus Orb
Pavo Orb
Taurus Orb
Luxwing Orb
Verdwyrm Orb
Noxsea Orb
Cervus Orb
Pavo Orb
Taurus Orb
Noxshell Orb
Verdwyrm Orb
Paladin Orb
Blizzard Orb
Jupiter Orb
Uranus Orb
Newmoon Orb
Ghost Orb
Berserker Orb
Quicksand Orb
Mars Orb
Neptune Orb
Fullmoon Orb
Ghost Orb
Valor Orb
Ninja Orb
Uranus Orb
Venus Orb
Eclipse Orb
Pegasus Orb
Champion Orb
Wrath Orb
Saturn Orb
Neptune Orb
Fullmoon Orb
Blackwyrm Orb
Champion Orb
Wrath Orb
Neptune Orb
Venus Orb
Newmoon Orb
Whitewyrm Orb
Frozen Land Orb
Ancient God Orb
Death Orb
Resurrection Orb
Valkyrie Orb
Holywyrm Orb
Frozen Land Orb
Death Orb
Ancient God Orb
War God Orb
Goddess Orb
Unholywyrm Orb
Frozen Land Orb
Ancient God Orb
Death Orb
Goddess Orb
Domination Orb
Holywyrm Orb
Frozen Land Orb
Ancient God Orb
Death Orb
Valkyrie Orb
Domination Orb
Unholywyrm Orb
Holy Bear Orb (Jotun)
Wicked Bear Orb (Jotun)
Holy Fox Orb (Jotun)
Wicked Fox Orb (Jotun)
Holy Ox Orb (Jotun)
Wicked Ox Orb (Jotun)
Holy Eagle Orb (Jotun)
Wicked Eagle Orb (Jotun)
Holy Hawk Orb (Jotun)
Hunger Orb (Jotun)
Recital Orb (Jotun)
Iceberg Orb (Jotun)
[+] See More
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Normal Attack Element
Element
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Action Skill
Element
Self
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Buff Swipe x 3 turns
Skill Gauge 20% up
Fortify
[On Fortify] Self
Recover 50% of max HP
Status Ailment Resistance 100% up x 5 turns
50% Recovery Shield x 5 turns
Water Element damage 50% up x 10 turns
Quick x 10 turns
Master x 10 turns
Skill Gauge 30% up
All Allies
Shadow Clone x 3 turns
Sureshot x 3 turns
Stack Up x 3 turns*Effects from damage boosts on self are increased by 1% for each stat boost on self
3 Enemies with the lowest HP
30% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
Despair *Extends status ailments by 1 turn(s)
3 Enemies with the lowest MDEF
30% Water MATK damage 5 times *Ignores Shields *Ignores Counterattacks
Vortex x 3 turns *Only affects Grounded Heroes
All Enemies
180% Water MATK damage *Ignores Shields *Ignores Counterattacks
Fear x 3 turns *Only affects Grounded Heroes
MDEF 30% down x 3 turns
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Limit Burst
Enemy with the lowest HP
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest ATK
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest DEF
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest MATK
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest MDEF
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest SPD
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest EVA
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
Enemy with the lowest ACC
150% Water MATK damage *Ignores Shields *Ignores Counterattacks
All Allies
Master x 5 turns
Grace x 1
[On Grace]Self
Damage up 50% against grounded enemies x 3 turns
All Stats excluding HP 30% up x 3 turns
All Allied Parties
Quick 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
All Allies
(Constant) MATK 3% up
All Grounded Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×50
Love Rune (Water) ×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) 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
All Allies
(Constant) MATK 6% up
All Grounded Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×100
Love Rune (Water) ×2
Arena Token ×500
Friend Token ×500
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Awakening Lv 10
Self
(Constant) MDEF 9% 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) HP 9% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 13
All Allies
(Constant) MATK 9% up
All Grounded Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×150
Love Rune (Water) ×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 15% 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
All Allies
(Constant) MATK 12% up
All Grounded Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×200
Love Rune (Water) ×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 21% 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) 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 27% 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
All Allies
(Constant) MATK 15% up
All Grounded Enemies
(Opener) Frostburn x 5 turns
Skill Crystal (Water) ×300
Love Rune (Water) ×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 "Fubuki Strikes!" Connect Battle. Can be used to Awaken heroes into 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.
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 "Fubuki Strikes!" Connect Battle. Can be used to Awaken heroes into 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.
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 "Fubuki Strikes!" Connect Battle. Can be used to Awaken heroes into 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 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 "Fubuki Strikes!" Connect Battle. Can be used to Awaken heroes into 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.
Earned in the Arena.
Earned in the Guild.
Can unlock the power of heroes of this element.
A Rune earned in the "Fubuki Strikes!" Connect Battle. Can be used to Awaken heroes into this element.
Earned in the Arena.
Earned in the Guild.
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Elemental Resistance
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* The possibility of error exists on this page. Ateam cannot be held responsible for loss incurred by referring to the Valkypedia.