Naval Managarm
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Basic Info
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Action Skill
Element
Self
Frenzy x 3 turns
Master x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Quick x 3 turns
Stat Debuffs Nullified x 3 turns
All Allies Excluding Self
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge Down Nullified x 3 turns
Skill Gauge 20% up
Ally with the highest MATK
Frenzy x 3 turns
Master x 3 turns
MATK 30% up x 3 turns
Ally with the highest ATK
Frenzy x 3 turns
Master x 3 turns
ATK 30% up x 3 turns
Enemy with the highest HP
Remove Barrier *Only affects Airborne Heroes
230% Water MATK damage *Ignores Barriers
Skill Gauge 10% down
Enemy with the highest MATK
Remove Barrier *Only affects Airborne Heroes
230% Water MATK damage *Ignores Barriers
Skill Gauge 10% down
All Enemies
Ill Omen *Shortens beneficial effects by 1 turn(s)
Despair *Extends status ailments by 1 turn(s)
180% Water MATK damage *Ignores Barriers
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Slow x 3 turns*Ignores Grace *Only affects Airborne Heroes
Skill Gauge 10% down
All Stats excluding HP 20% down x 3 turns
Self
Frenzy x 3 turns
Master x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Quick x 3 turns
Stat Debuffs Nullified x 3 turns
All Allies Excluding Self
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge Down Nullified x 3 turns
Skill Gauge 20% up
Ally with the highest MATK
Frenzy x 3 turns
Master x 3 turns
MATK 34% up x 3 turns
Ally with the highest ATK
Frenzy x 3 turns
Master x 3 turns
ATK 34% up x 3 turns
Enemy with the highest HP
Remove Barrier *Only affects Airborne Heroes
244% Water MATK damage *Ignores Barriers
Skill Gauge 12% down
Enemy with the highest MATK
Remove Barrier *Only affects Airborne Heroes
244% Water MATK damage *Ignores Barriers
Skill Gauge 12% down
All Enemies
Ill Omen *Shortens beneficial effects by 1 turn(s)
Despair *Extends status ailments by 1 turn(s)
194% Water MATK damage *Ignores Barriers
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Slow x 3 turns*Ignores Grace *Only affects Airborne Heroes
Skill Gauge 12% down
All Stats excluding HP 20% down x 3 turns
Self
Frenzy x 3 turns
Master x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Quick x 3 turns
Stat Debuffs Nullified x 3 turns
All Allies Excluding Self
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge Down Nullified x 3 turns
Skill Gauge 20% up
Ally with the highest MATK
Frenzy x 3 turns
Master x 3 turns
MATK 38% up x 3 turns
Ally with the highest ATK
Frenzy x 3 turns
Master x 3 turns
ATK 38% up x 3 turns
Enemy with the highest HP
Remove Barrier *Only affects Airborne Heroes
258% Water MATK damage *Ignores Barriers
Skill Gauge 14% down
Enemy with the highest MATK
Remove Barrier *Only affects Airborne Heroes
258% Water MATK damage *Ignores Barriers
Skill Gauge 14% down
All Enemies
Ill Omen *Shortens beneficial effects by 1 turn(s)
Despair *Extends status ailments by 1 turn(s)
208% Water MATK damage *Ignores Barriers
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Slow x 3 turns*Ignores Grace *Only affects Airborne Heroes
Skill Gauge 14% down
All Stats excluding HP 20% down x 3 turns
Self
Frenzy x 3 turns
Master x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Quick x 3 turns
Stat Debuffs Nullified x 3 turns
All Allies Excluding Self
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge Down Nullified x 3 turns
Skill Gauge 20% up
Ally with the highest MATK
Frenzy x 3 turns
Master x 3 turns
MATK 42% up x 3 turns
Ally with the highest ATK
Frenzy x 3 turns
Master x 3 turns
ATK 42% up x 3 turns
Enemy with the highest HP
Remove Barrier *Only affects Airborne Heroes
272% Water MATK damage *Ignores Barriers
Skill Gauge 16% down
Enemy with the highest MATK
Remove Barrier *Only affects Airborne Heroes
272% Water MATK damage *Ignores Barriers
Skill Gauge 16% down
All Enemies
Ill Omen *Shortens beneficial effects by 1 turn(s)
Despair *Extends status ailments by 1 turn(s)
222% Water MATK damage *Ignores Barriers
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Slow x 3 turns*Ignores Grace *Only affects Airborne Heroes
Skill Gauge 16% down
All Stats excluding HP 20% down x 3 turns
Self
Frenzy x 3 turns
Master x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Quick x 3 turns
Stat Debuffs Nullified x 3 turns
All Allies Excluding Self
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge Down Nullified x 3 turns
Skill Gauge 20% up
Ally with the highest MATK
Frenzy x 3 turns
Master x 3 turns
MATK 46% up x 3 turns
Ally with the highest ATK
Frenzy x 3 turns
Master x 3 turns
ATK 46% up x 3 turns
Enemy with the highest HP
Remove Barrier *Only affects Airborne Heroes
286% Water MATK damage *Ignores Barriers
Skill Gauge 18% down
Enemy with the highest MATK
Remove Barrier *Only affects Airborne Heroes
286% Water MATK damage *Ignores Barriers
Skill Gauge 18% down
All Enemies
Ill Omen *Shortens beneficial effects by 1 turn(s)
Despair *Extends status ailments by 1 turn(s)
236% Water MATK damage *Ignores Barriers
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Slow x 3 turns*Ignores Grace *Only affects Airborne Heroes
Skill Gauge 18% down
All Stats excluding HP 20% down x 3 turns
Self
Frenzy x 3 turns
Master x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Quick x 3 turns
Stat Debuffs Nullified x 3 turns
All Allies Excluding Self
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge Down Nullified x 3 turns
Skill Gauge 20% up
Ally with the highest MATK
Frenzy x 3 turns
Master x 3 turns
MATK 50% up x 3 turns
Ally with the highest ATK
Frenzy x 3 turns
Master x 3 turns
ATK 50% up x 3 turns
Enemy with the highest HP
Remove Barrier *Only affects Airborne Heroes
300% Water MATK damage *Ignores Barriers
Skill Gauge 20% down
Enemy with the highest MATK
Remove Barrier *Only affects Airborne Heroes
300% Water MATK damage *Ignores Barriers
Skill Gauge 20% down
All Enemies
Ill Omen *Shortens beneficial effects by 1 turn(s)
Despair *Extends status ailments by 1 turn(s)
250% Water MATK damage *Ignores Barriers
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Slow x 3 turns*Ignores Grace *Only affects Airborne Heroes
Skill Gauge 20% down
All Stats excluding HP 20% down x 3 turns
●
Limit Burst
Enemy with the lowest Water Resistance
200% Water MATK damage
2 Enemies with the lowest Water Resistance
200% Water MATK damage
3 Enemies with the lowest Water Resistance
200% Water MATK damage
4 Enemies with the lowest Water Resistance
200% Water MATK damage
All Enemies
250% Water MATK damage
All Allied Parties
Master x 5 turns
All Allies
Water Ring x 5 turns
Shadow Clone x 5 turns
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Soul Burst
Front Enemy
500% Water MATK damage 3 times
All Allies in Raid Battle
Water Element damage 30% up x 30 seconds
MATK 50% up x 30 seconds
All Allies
Frenzy x 10 turns
Sureshot x 10 turns
Skill Gauge 30% up
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Passive Skill
Self
(Constant) Skill Gauge Down Nullified
(Constant) HP 10% up
All Allies Excluding Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 10% up
Self
(Constant) Skill Gauge Down Nullified
(Constant) HP 15% up
All Allies Excluding Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 15% up
Self
(Constant) Skill Gauge Down Nullified
(Constant) HP 20% up
All Allies Excluding Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 20% up
Self
(Constant) Skill Gauge Down Nullified
(Constant) HP 25% up
All Allies Excluding Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 25% up
Self
(Constant) Skill Gauge Down Nullified
(Constant) HP 30% up
All Allies Excluding Self
(Opener) Skill Gauge Down Nullified x 10 turns
(Constant) HP 30% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 10% up
(Constant) MDEF 10% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 15% up
(Constant) MDEF 15% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 20% up
(Constant) MDEF 20% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 25% up
(Constant) MDEF 25% up
All Allies
(Opener) Status Ailment Resistance 70% up x 5 turns
(Opener) Stoneskin x 5 turns
(Constant) DEF 30% up
(Constant) MDEF 30% up
Self
(Opener) Master x 3 turns
(Opener) Skill Gauge 10% up
(Constant) All Stats 8% up
Self
(Opener) Master x 3 turns
(Opener) Skill Gauge 15% up
(Constant) All Stats 11% up
Self
(Opener) Master x 3 turns
(Opener) Skill Gauge 20% up
(Constant) All Stats 14% up
Self
(Opener) Master x 3 turns
(Opener) Skill Gauge 25% up
(Constant) All Stats 17% up
Self
(Opener) Master x 3 turns
(Opener) Skill Gauge 30% up
(Constant) All Stats 20% up
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
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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
Sea Orb
Life Orb
Guard Orb
Eye Orb
Hide Orb
Fruit Orb
Knight Orb
Knowledge Orb
Snake Orb
Whale Orb
Steed Orb
Bluefruit Orb
Jester Orb
Knowledge Orb
Snake Orb
Whale Orb
Steed Orb
Bluefruit Orb
Knight Orb
Knowledge Orb
Snake Orb
Whale Orb
Wyrm Orb
Bluefruit Orb
Noxland Orb
Moon Orb
Wind Orb
Storm Orb
Duskmist Orb
Bluewyrm Orb
Luxsea Orb
Corvus Orb
Pavo Orb
Aper Orb
Luxeye Orb
Bluewyrm Orb
Luxsea Orb
Corvus Orb
Pavo Orb
Aper Orb
Noxshell Orb
Bluewyrm Orb
Witch Orb
Aurora Orb
Mercury Orb
Venus Orb
Newmoon Orb
Mermaid Orb
Sage Orb
Aurora Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Mermaid Orb
Valor Orb
Miko Orb
Venus Orb
Mars Orb
Fullmoon Orb
Unicorn Orb
King Orb
Gluttony Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Whitewyrm Orb
King Orb
Gluttony Orb
Neptune Orb
Mars Orb
Fullmoon Orb
Whitewyrm Orb
Rainbow Orb
Valorous King Orb
Destructive King Orb
Goddess Orb
Valkyrie Orb
Unholywyrm Orb
Rainbow Orb
Valorous King Orb
Destructive King Orb
Domination Orb
Hourglass Orb
Holywyrm Orb
Rainbow Orb
Valorous King Orb
Destructive King Orb
Domination Orb
Hourglass Orb
Holywyrm Orb
Rainbow Orb
Valorous King Orb
Destructive King Orb
Valkyrie Orb
Domination Orb
Holywyrm Orb
Holy Bear Orb (Beast)
Wicked Bear Orb (Beast)
Holy Fox Orb (Beast)
Wicked Fox Orb (Beast)
Holy Ox Orb (Beast)
Wicked Ox Orb (Beast)
Holy Eagle Orb (Beast)
Wicked Eagle Orb (Beast)
Holy Hawk Orb (Beast)
Hunger Orb (Beast)
Recital Orb (Beast)
Iceberg Orb (Beast)
[+] See More
●
Normal Attack Element
Element
●
Action Skill
Element
Self
Frenzy x 3 turns
Master x 3 turns
All Allies
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
Quick x 3 turns
Stat Debuffs Nullified x 3 turns
All Allies Excluding Self
Boon *Extends beneficial effects by 1 turn(s)
Skill Gauge Down Nullified x 3 turns
Skill Gauge 20% up
Ally with the highest MATK
Frenzy x 3 turns
Master x 3 turns
MATK 30% up x 3 turns
Ally with the highest ATK
Frenzy x 3 turns
Master x 3 turns
ATK 30% up x 3 turns
Enemy with the highest HP
Remove Barrier *Only affects Airborne Heroes
230% Water MATK damage *Ignores Barriers
Skill Gauge 10% down
Enemy with the highest MATK
Remove Barrier *Only affects Airborne Heroes
230% Water MATK damage *Ignores Barriers
Skill Gauge 10% down
All Enemies
Ill Omen *Shortens beneficial effects by 1 turn(s)
Despair *Extends status ailments by 1 turn(s)
180% Water MATK damage *Ignores Barriers
Vortex x 3 turns*Ignores Grace *Only affects Airborne Heroes
Slow x 3 turns*Ignores Grace *Only affects Airborne Heroes
Skill Gauge 10% down
All Stats excluding HP 20% down x 3 turns
●
Limit Burst
All Enemies
Water Element Resistance 30% down x 5 turns
250% Water MATK damage
4 Enemies with the lowest Water Resistance
200% Water MATK damage
3 Enemies with the lowest Water Resistance
200% Water MATK damage
2 Enemies with the lowest Water Resistance
200% Water MATK damage
Enemy with the lowest Water Resistance
250% Water MATK damage
All Allied Parties
Master x 5 turns
All Allies
Water Ring x 5 turns
Shadow Clone x 5 turns
Water Resonance x 5 turns *Water Element damage 10% up for each Water Element Hero in the party.
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Awakening Lv 2
Self
(Constant) MATK 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 3
Self
(Constant) SPD 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 4
Self
(Constant) EVA 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
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Awakening Lv 5
All Allies
(Constant) Damage up 10% against grounded enemies
(Constant) 10% damage up against Jotun
Skill Crystal (Water) ×50
Warning Rune (Water) ×1
Arena Token ×500
Friend Token ×500
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Awakening Lv 6
Self
(Constant) MATK 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
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Awakening Lv 7
Self
(Constant) MATK 9% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
●
Awakening Lv 8
Self
(Constant) SPD 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
●
Awakening Lv 9
All Allies
(Constant) Damage up 15% against grounded enemies
(Constant) 15% damage up against Jotun
Skill Crystal (Water) ×100
Warning Rune (Water) ×2
Arena Token ×500
Friend Token ×500
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Awakening Lv 10
Self
(Constant) EVA 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 11
Self
(Constant) MATK 12% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 12
Self
(Constant) MATK 15% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
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Awakening Lv 13
All Allies
(Constant) Damage up 20% against grounded enemies
(Constant) 20% damage up against Jotun
Skill Crystal (Water) ×150
Warning Rune (Water) ×3
Arena Token ×1000
Friend Token ×1000
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Awakening Lv 14
Self
(Constant) SPD 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 15
Self
(Constant) EVA 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 16
Self
(Constant) MATK 18% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
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Awakening Lv 17
All Allies
(Constant) Damage up 25% against grounded enemies
(Constant) 25% damage up against Jotun
Skill Crystal (Water) ×200
Warning Rune (Water) ×4
Arena Token ×1000
Guild Token ×500
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Awakening Lv 18
Self
(Constant) MATK 21% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 19
Self
(Constant) SPD 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 20
Self
(Constant) EVA 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 21
Self
(Constant) MATK 24% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 22
Self
(Constant) MATK 27% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 23
Self
(Constant) SPD 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 24
Self
(Constant) EVA 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 25
Self
(Constant) MATK 30% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
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Awakening Lv 26
All Allies
(Constant) Damage up 30% against grounded enemies
(Constant) 30% damage up against Jotun
Skill Crystal (Water) ×300
Warning 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 "Ofnir 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 "Ofnir 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 "Ofnir 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 "Ofnir 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 "Ofnir 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
* 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.