Nature's Wrath Randvitter

  • Before Awakening
  • After Awakening
  • ●

    Basic Info

    InitialRarity
    3☆
    Name
    Nature's Wrath Randvitter
    Type
    Race
    Jotun
    Gender
    ♀

    ●

    Action Skill

    Element

    Name
    Hurricane Demise
    Effect

    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

    Name
    Hurricane Demise
    Effect

    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

    Name
    Hurricane Demise
    Effect

    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

    Name
    Hurricane Demise
    Effect

    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

    Name
    Hurricane Demise
    Effect

    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

    Name
    Hurricane Demise
    Effect

    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

    Status Effects

    ●

    Limit Burst

    Name
    Fierce Storm
    Effect

    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

    ●

    Passive Skill

    Name
    Resist Lost (Constant)
    Skill Lv1

    Self

    (Constant) Lost Field Resistance 20% up

    Skill Lv2

    Self

    (Constant) Lost Field Resistance 40% up

    Skill Lv3

    Self

    (Constant) Lost Field Resistance 60% up

    Skill Lv4

    Self

    (Constant) Lost Field Resistance 80% up

    Skill Lv5

    Self

    (Constant) Lost Field Resistance 100% up

    Name
    Ground Master (Op/Con)
    Skill Lv1

    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

    Skill Lv2

    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

    Skill Lv3

    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

    Skill Lv4

    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

    Skill Lv5

    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

    Name
    Heal of Chaos (Con.)
    Skill Lv1

    Self

    (Constant) 2% Regain
    (Constant) Pitchain Resistance 20% up

    Skill Lv2

    Self

    (Constant) 4% Regain
    (Constant) Pitchain Resistance 35% up

    Skill Lv3

    Self

    (Constant) 6% Regain
    (Constant) Pitchain Resistance 50% up

    Skill Lv4

    Self

    (Constant) 8% Regain
    (Constant) Pitchain Resistance 65% up

    Skill Lv5

    Self

    (Constant) 10% Regain
    (Constant) Pitchain Resistance 80% up

    Name
    Therian Assassin (Op/Con)
    Skill Lv1

    All Allies

    (Opener) Quick x 5 turns
    (Constant) 10% damage up against Therians

    Skill Lv2

    All Allies

    (Opener) Quick x 5 turns
    (Constant) 15% damage up against Therians

    Skill Lv3

    All Allies

    (Opener) Quick x 5 turns
    (Constant) 20% damage up against Therians

    Skill Lv4

    All Allies

    (Opener) Quick x 5 turns
    (Constant) 25% damage up against Therians

    Skill Lv5

    All Allies

    (Opener) Quick x 5 turns
    (Constant) 30% damage up against Therians

    Status Effects

    ●

    Stats

    -
    HP
    ATK
    MATK
    DEF
    MDEF
    SPD
    EVA
    ACC
    Base
    1,654
    140
    171
    157
    157
    191
    144
    180
    Max※1
    79,414
    1,914
    12,387
    8,177
    7,956
    6,284
    2,198
    7,998
    Max※2
    83,236
    2,313
    12,754
    8,566
    8,334
    6,725
    2,530
    8,450

    *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.

    ●

    Elemental Resistance

    ▲PAGE TOP

    ●

    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)

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  • ●

    Normal Attack Element

    Element

    ●

    Action Skill

    Element

    Name
    Hurricane Demise
    Effect

    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

    ●

    Limit Burst

    Name
    Violent Storm
    Effect

    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

    ●

    Awakening Lv 2

    Name
    Life Up (Con.)
    Skill Lv
    1
    Effect

    Self

    (Constant) HP 3% up

    Materials Needed

    Skill Crystal (Water) ×10

    Arena Token ×100

    Friend Token ×100

    ●

    Awakening Lv 3

    Name
    Guard Up (Con.)
    Skill Lv
    1
    Effect

    Self

    (Constant) DEF 3% up

    Materials Needed

    Skill Crystal (Water) ×10

    Arena Token ×100

    Friend Token ×100

    ●

    Awakening Lv 4

    Name
    Mind Up (Con.)
    Skill Lv
    1
    Effect

    Self

    (Constant) MDEF 3% up

    Materials Needed

    Skill Crystal (Water) ×10

    Arena Token ×100

    Friend Token ×100

    ●

    Awakening Lv 5

    Name
    Binding Water (Op/Con)
    Skill Lv
    1
    Effect

    All Allies

    (Constant) MATK 3% up

    All Grounded Enemies

    (Opener) Frostburn x 5 turns

    Materials Needed

    Skill Crystal (Water) ×50

    Love Rune (Water) ×1

    Arena Token ×500

    Friend Token ×500

    ●

    Awakening Lv 6

    Name
    Mind Up (Con.)
    Skill Lv
    2
    Effect

    Self

    (Constant) MDEF 6% up

    Materials Needed

    Skill Crystal (Water) ×20

    Arena Token ×100

    Friend Token ×100

    ●

    Awakening Lv 7

    Name
    Life Up (Con.)
    Skill Lv
    2
    Effect

    Self

    (Constant) HP 6% up

    Materials Needed

    Skill Crystal (Water) ×20

    Arena Token ×100

    Friend Token ×100

    ●

    Awakening Lv 8

    Name
    Guard Up (Con.)
    Skill Lv
    2
    Effect

    Self

    (Constant) DEF 6% up

    Materials Needed

    Skill Crystal (Water) ×20

    Arena Token ×100

    Friend Token ×100

    ●

    Awakening Lv 9

    Name
    Binding Water (Op/Con)
    Skill Lv
    2
    Effect

    All Allies

    (Constant) MATK 6% up

    All Grounded Enemies

    (Opener) Frostburn x 5 turns

    Materials Needed

    Skill Crystal (Water) ×100

    Love Rune (Water) ×2

    Arena Token ×500

    Friend Token ×500

    ●

    Awakening Lv 10

    Name
    Mind Up (Con.)
    Skill Lv
    3
    Effect

    Self

    (Constant) MDEF 9% up

    Materials Needed

    Skill Crystal (Water) ×30

    Arena Token ×200

    Friend Token ×200

    ●

    Awakening Lv 11

    Name
    Mind Up (Con.)
    Skill Lv
    4
    Effect

    Self

    (Constant) MDEF 12% up

    Materials Needed

    Skill Crystal (Water) ×30

    Arena Token ×200

    Friend Token ×200

    ●

    Awakening Lv 12

    Name
    Life Up (Con.)
    Skill Lv
    3
    Effect

    Self

    (Constant) HP 9% up

    Materials Needed

    Skill Crystal (Water) ×30

    Arena Token ×200

    Friend Token ×200

    ●

    Awakening Lv 13

    Name
    Binding Water (Op/Con)
    Skill Lv
    3
    Effect

    All Allies

    (Constant) MATK 9% up

    All Grounded Enemies

    (Opener) Frostburn x 5 turns

    Materials Needed

    Skill Crystal (Water) ×150

    Love Rune (Water) ×3

    Arena Token ×1000

    Friend Token ×1000

    ●

    Awakening Lv 14

    Name
    Guard Up (Con.)
    Skill Lv
    3
    Effect

    Self

    (Constant) DEF 9% up

    Materials Needed

    Skill Crystal (Water) ×40

    Arena Token ×200

    Guild Token ×100

    ●

    Awakening Lv 15

    Name
    Mind Up (Con.)
    Skill Lv
    5
    Effect

    Self

    (Constant) MDEF 15% up

    Materials Needed

    Skill Crystal (Water) ×40

    Arena Token ×200

    Guild Token ×100

    ●

    Awakening Lv 16

    Name
    Mind Up (Con.)
    Skill Lv
    6
    Effect

    Self

    (Constant) MDEF 18% up

    Materials Needed

    Skill Crystal (Water) ×40

    Arena Token ×200

    Guild Token ×100

    ●

    Awakening Lv 17

    Name
    Binding Water (Op/Con)
    Skill Lv
    4
    Effect

    All Allies

    (Constant) MATK 12% up

    All Grounded Enemies

    (Opener) Frostburn x 5 turns

    Materials Needed

    Skill Crystal (Water) ×200

    Love Rune (Water) ×4

    Arena Token ×1000

    Guild Token ×500

    ●

    Awakening Lv 18

    Name
    Life Up (Con.)
    Skill Lv
    4
    Effect

    Self

    (Constant) HP 12% up

    Materials Needed

    Skill Crystal (Water) ×50

    Arena Token ×300

    Guild Token ×200

    ●

    Awakening Lv 19

    Name
    Guard Up (Con.)
    Skill Lv
    4
    Effect

    Self

    (Constant) DEF 12% up

    Materials Needed

    Skill Crystal (Water) ×50

    Arena Token ×300

    Guild Token ×200

    ●

    Awakening Lv 20

    Name
    Mind Up (Con.)
    Skill Lv
    7
    Effect

    Self

    (Constant) MDEF 21% up

    Materials Needed

    Skill Crystal (Water) ×50

    Arena Token ×300

    Guild Token ×200

    ●

    Awakening Lv 21

    Name
    Mind Up (Con.)
    Skill Lv
    8
    Effect

    Self

    (Constant) MDEF 24% up

    Materials Needed

    Skill Crystal (Water) ×50

    Arena Token ×300

    Guild Token ×200

    ●

    Awakening Lv 22

    Name
    Life Up (Con.)
    Skill Lv
    5
    Effect

    Self

    (Constant) HP 15% up

    Materials Needed

    Skill Crystal (Water) ×50

    Arena Token ×300

    Guild Token ×200

    ●

    Awakening Lv 23

    Name
    Guard Up (Con.)
    Skill Lv
    5
    Effect

    Self

    (Constant) DEF 15% up

    Materials Needed

    Skill Crystal (Water) ×50

    Arena Token ×300

    Guild Token ×200

    ●

    Awakening Lv 24

    Name
    Mind Up (Con.)
    Skill Lv
    9
    Effect

    Self

    (Constant) MDEF 27% up

    Materials Needed

    Skill Crystal (Water) ×50

    Arena Token ×300

    Guild Token ×200

    ●

    Awakening Lv 25

    Name
    Mind Up (Con.)
    Skill Lv
    10
    Effect

    Self

    (Constant) MDEF 30% up

    Materials Needed

    Skill Crystal (Water) ×50

    Arena Token ×300

    Guild Token ×200

    ●

    Awakening Lv 26

    Name
    Binding Water (Op/Con)
    Skill Lv
    5
    Effect

    All Allies

    (Constant) MATK 15% up

    All Grounded Enemies

    (Opener) Frostburn x 5 turns

    Materials Needed

    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.

    ●

    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.


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