Vindicator Freya
●
Basic Info
●
Action Skill
Element
Self
Skill Gauge 30% up
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
All Allies
Celestial Favor x 3 turns
60% Recovery Shield x 3 turns
Damage up 30% against Fire element enemies x 3 turns
Damage up 30% against airborne enemies x 3 turns
All Enemies
Charm x 3 turns *Only affects Aesir
Brainwash x 3 turns *Only affects Human
[On Brainwash] Self
150% Water MATK damage
Brand x 3 turns *Only affects Aesir, and Human heroes
Skill Gauge 15% down
4 front Enemies
130% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Status Ailment Resistance 30% down x 3 turns
3 front Enemies
150% Water MATK damage *Ignores Counterattacks
2 front Enemies
170% Water MATK damage *Ignores Counterattacks
Front Enemy
190% Water MATK damage *Ignores Counterattacks
Self
Skill Gauge 30% up
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
All Allies
Celestial Favor x 3 turns
60% Recovery Shield x 3 turns
Damage up 30% against Fire element enemies x 3 turns
Damage up 34% against airborne enemies x 3 turns
All Enemies
Charm x 3 turns *Only affects Aesir
Brainwash x 3 turns *Only affects Human
MDEF 25% down x 3 turns
[On Brainwash] Self
150% Water MATK damage
Brand x 3 turns *Only affects Aesir, and Human heroes
Skill Gauge 15% down
4 front Enemies
148% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Status Ailment Resistance 30% down x 3 turns
3 front Enemies
168% Water MATK damage *Ignores Counterattacks
2 front Enemies
188% Water MATK damage *Ignores Counterattacks
Front Enemy
208% Water MATK damage *Ignores Counterattacks
Self
Skill Gauge 30% up
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
All Allies
Celestial Favor x 3 turns
60% Recovery Shield x 3 turns
Damage up 30% against Fire element enemies x 3 turns
Damage up 38% against airborne enemies x 3 turns
All Enemies
Charm x 3 turns *Only affects Aesir
Brainwash x 3 turns *Only affects Human
MDEF 25% down x 3 turns
[On Brainwash] Self
150% Water MATK damage
Brand x 3 turns *Only affects Aesir, and Human heroes
Skill Gauge 15% down
4 front Enemies
166% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Status Ailment Resistance 30% down x 3 turns
3 front Enemies
186% Water MATK damage *Ignores Counterattacks
2 front Enemies
206% Water MATK damage *Ignores Counterattacks
Front Enemy
226% Water MATK damage *Ignores Counterattacks
Self
Skill Gauge 30% up
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
All Allies
Celestial Favor x 3 turns
60% Recovery Shield x 3 turns
Damage up 30% against Fire element enemies x 3 turns
Damage up 42% against airborne enemies x 3 turns
All Enemies
Charm x 3 turns *Only affects Aesir
Brainwash x 3 turns *Only affects Human
MDEF 25% down x 3 turns
[On Brainwash] Self
150% Water MATK damage
Brand x 3 turns *Only affects Aesir, and Human heroes
Skill Gauge 15% down
4 front Enemies
184% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Status Ailment Resistance 30% down x 3 turns
3 front Enemies
204% Water MATK damage *Ignores Counterattacks
2 front Enemies
224% Water MATK damage *Ignores Counterattacks
Front Enemy
244% Water MATK damage *Ignores Counterattacks
Self
Skill Gauge 30% up
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
All Allies
Celestial Favor x 3 turns
60% Recovery Shield x 3 turns
Damage up 30% against Fire element enemies x 3 turns
Damage up 46% against airborne enemies x 3 turns
All Enemies
Charm x 3 turns *Only affects Aesir
Brainwash x 3 turns *Only affects Human
MDEF 25% down x 3 turns
[On Brainwash] Self
150% Water MATK damage
Brand x 3 turns *Only affects Aesir, and Human heroes
Skill Gauge 15% down
4 front Enemies
202% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Status Ailment Resistance 30% down x 3 turns
3 front Enemies
222% Water MATK damage *Ignores Counterattacks
2 front Enemies
242% Water MATK damage *Ignores Counterattacks
Front Enemy
262% Water MATK damage *Ignores Counterattacks
Self
Skill Gauge 30% up
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
All Allies
Celestial Favor x 3 turns
60% Recovery Shield x 3 turns
Damage up 30% against Fire element enemies x 3 turns
Damage up 50% against airborne enemies x 3 turns
All Enemies
Charm x 3 turns *Only affects Aesir
Brainwash x 3 turns *Only affects Human
MDEF 25% down x 3 turns
[On Brainwash] Self
150% Water MATK damage
Brand x 3 turns *Only affects Aesir, and Human heroes
Skill Gauge 15% down
4 front Enemies
220% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Status Ailment Resistance 30% down x 3 turns
3 front Enemies
240% Water MATK damage *Ignores Counterattacks
2 front Enemies
260% Water MATK damage *Ignores Counterattacks
Front Enemy
280% Water MATK damage *Ignores Counterattacks
●
Limit Burst
All Enemies
120% Water MATK damage 5 times
Front Enemy Row
200% Water MATK damage
Back Enemy Row
200% Water MATK damage
All Allied Parties
Water Ring x 5 turns
All Allies
Blessing x 5 turns
Sureshot x 5 turns
●
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
3 front Enemies
(Opener) Curse x 5 turns
(Opener) Frostburn x 5 turns
Front Ally
(Constant) Necromancy *Heroes with Necromancy effect change to Zombies for 5 turns when HP reaches 0
All Enemies
(Opener) Water Wound x 5 turns
All Allies
(Constant) 10% damage up against Aesir
All Enemies
(Opener) Water Wound x 5 turns
All Allies
(Constant) 15% damage up against Aesir
All Enemies
(Opener) Water Wound x 5 turns
All Allies
(Constant) 20% damage up against Aesir
All Enemies
(Opener) Water Wound x 5 turns
All Allies
(Constant) 25% damage up against Aesir
All Enemies
(Opener) Water Wound x 5 turns
All Allies
(Constant) 30% damage up against Aesir
All Allies
(Constant) Apocalypse Liberation
●
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.
●
Elemental Resistance
▲PAGE TOP
●
Orbs Needed
Earth Orb
Life Orb
Magic Orb
Wing Orb
Hide Orb
Fruit Orb
Mage Orb
Technique Orb
Hawk Orb
Raven Orb
Steed Orb
Verdfruit Orb
Jester Orb
Knowledge Orb
Eagle Orb
Raven Orb
Steed Orb
Verdfruit Orb
Jester Orb
Knowledge Orb
Hawk Orb
Raven Orb
Wyrm Orb
Verdfruit Orb
Noxland Orb
Sun Orb
Moon Orb
Meteor Orb
Duskmist Orb
Verdwyrm Orb
Luxsea Orb
Cervus Orb
Pavo Orb
Aquila Orb
Luxwing Orb
Verdwyrm Orb
Noxland Orb
Cervus Orb
Pavo Orb
Aquila Orb
Luxshell Orb
Verdwyrm Orb
Dragoon Orb
Quicksand Orb
Jupiter Orb
Uranus Orb
Eclipse Orb
Ghost Orb
Bishop Orb
Blizzard Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Ghost Orb
Valor Orb
Ninja Orb
Uranus Orb
Mars Orb
Newmoon Orb
Unicorn Orb
King Orb
Pride Orb
Saturn Orb
Neptune Orb
Eclipse Orb
Whitewyrm Orb
King Orb
Pride Orb
Neptune Orb
Mars Orb
Newmoon Orb
Whitewyrm Orb
Underworld Orb
Ancient God Orb
Death Orb
War God Orb
Goddess Orb
Holywyrm Orb
Underworld Orb
Ancient God Orb
Death Orb
Resurrection Orb
Valkyrie Orb
Unholywyrm Orb
Underworld Orb
Death Orb
Ancient God Orb
Goddess Orb
Hourglass Orb
Holywyrm Orb
Underworld Orb
Ancient God Orb
Death Orb
Valkyrie Orb
Hourglass Orb
Holywyrm Orb
Holy Bear Orb (Aesir)
Wicked Bear Orb (Aesir)
Holy Fox Orb (Aesir)
Wicked Fox Orb (Aesir)
Holy Ox Orb (Aesir)
Wicked Ox Orb (Aesir)
Holy Eagle Orb (Aesir)
Wicked Eagle Orb (Aesir)
Holy Hawk Orb (Aesir)
Hunger Orb (Aesir)
Recital Orb (Aesir)
Iceberg Orb (Aesir)
[+] See More
●
Normal Attack Element
Element
●
Action Skill
Element
Self
Skill Gauge 30% up
Water Ring x 3 turns
Water Resonance x 3 turns *Water Element damage 10% up for each Water Element Hero in the party.
All Allies
Celestial Favor x 3 turns
60% Recovery Shield x 3 turns
Damage up 30% against Fire element enemies x 3 turns
Damage up 30% against airborne enemies x 3 turns
All Enemies
Charm x 3 turns *Only affects Aesir
Brainwash x 3 turns *Only affects Human
[On Brainwash] Self
150% Water MATK damage
Brand x 3 turns *Only affects Aesir, and Human heroes
Skill Gauge 15% down
4 front Enemies
130% Water MATK damage *Ignores Counterattacks
Frostburn x 3 turns *Only affects Aesir, and Human heroes
Status Ailment Resistance 30% down x 3 turns
3 front Enemies
150% Water MATK damage *Ignores Counterattacks
2 front Enemies
170% Water MATK damage *Ignores Counterattacks
Front Enemy
190% Water MATK damage *Ignores Counterattacks
●
Limit Burst
All Enemies
240% Water MATK damage 5 times
Front Enemy Row
400% Water MATK damage
Back Enemy Row
400% Water MATK damage
All Allied Parties
Water Ring x 5 turns
Recover 30% of max HP x 3 turns
All Allies
Blessing x 5 turns
Sureshot x 5 turns
Quick x 5 turns
●
Awakening Lv 2
Self
(Constant) HP 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
●
Awakening Lv 3
Self
(Constant) MATK 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
●
Awakening Lv 4
Self
(Constant) DEF 3% up
Skill Crystal (Water) ×10
Arena Token ×100
Friend Token ×100
●
Awakening Lv 5
All Allies
(Opener) Skill Gauge Down Nullified x 5 turns
(Constant) Water Element damage 10% up
(Constant) MATK 10% up
All Enemies
(Opener) Ice Shot x 5 turns
(Opener) Status Ailment Resistance 50% down x 5 turns
(Constant) MDEF 8% down
Skill Crystal (Water) ×50
Warning Rune (Water) ×1
Arena Token ×500
Friend Token ×500
●
Awakening Lv 6
Self
(Constant) MDEF 3% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
●
Awakening Lv 7
Self
(Constant) HP 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
●
Awakening Lv 8
Self
(Constant) MATK 6% up
Skill Crystal (Water) ×20
Arena Token ×100
Friend Token ×100
●
Awakening Lv 9
All Allies
(Opener) Skill Gauge Down Nullified x 5 turns
(Constant) Water Element damage 15% up
(Constant) MATK 15% up
All Enemies
(Opener) Ice Shot x 5 turns
(Opener) Status Ailment Resistance 50% down x 5 turns
(Constant) MDEF 11% down
Skill Crystal (Water) ×100
Warning Rune (Water) ×2
Arena Token ×500
Friend Token ×500
●
Awakening Lv 10
Self
(Constant) DEF 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
●
Awakening Lv 11
Self
(Constant) MDEF 6% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
●
Awakening Lv 12
Self
(Constant) HP 9% up
Skill Crystal (Water) ×30
Arena Token ×200
Friend Token ×200
●
Awakening Lv 13
All Allies
(Opener) Skill Gauge Down Nullified x 5 turns
(Constant) Water Element damage 20% up
(Constant) MATK 20% up
All Enemies
(Opener) Ice Shot x 5 turns
(Opener) Status Ailment Resistance 50% down x 5 turns
(Constant) MDEF 14% down
Skill Crystal (Water) ×150
Warning Rune (Water) ×3
Arena Token ×1000
Friend Token ×1000
●
Awakening Lv 14
Self
(Constant) MATK 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
●
Awakening Lv 15
Self
(Constant) DEF 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
●
Awakening Lv 16
Self
(Constant) MDEF 9% up
Skill Crystal (Water) ×40
Arena Token ×200
Guild Token ×100
●
Awakening Lv 17
All Allies
(Opener) Skill Gauge Down Nullified x 5 turns
(Constant) Water Element damage 25% up
(Constant) MATK 25% up
All Enemies
(Opener) Ice Shot x 5 turns
(Opener) Status Ailment Resistance 50% down x 5 turns
(Constant) MDEF 17% down
Skill Crystal (Water) ×200
Warning Rune (Water) ×4
Arena Token ×1000
Guild Token ×500
●
Awakening Lv 18
Self
(Constant) HP 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 19
Self
(Constant) MATK 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 20
Self
(Constant) DEF 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 21
Self
(Constant) MDEF 12% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 22
Self
(Constant) HP 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 23
Self
(Constant) MATK 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 24
Self
(Constant) DEF 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 25
Self
(Constant) MDEF 15% up
Skill Crystal (Water) ×50
Arena Token ×300
Guild Token ×200
●
Awakening Lv 26
All Allies
(Opener) Skill Gauge Down Nullified x 5 turns
(Constant) Water Element damage 30% up
(Constant) MATK 30% up
All Enemies
(Opener) Ice Shot x 5 turns
(Opener) Status Ailment Resistance 50% down x 5 turns
(Constant) MDEF 20% down
Skill Crystal (Water) ×300
Warning Rune (Water) ×5
Arena Token ×1500
Guild Token ×1000
●
Awakening Lv 27
All Allies
(Constant) Apocalypse Armed
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.
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.
●
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.