If unit initiates combat or if foe's HP ≤ 99% at the start of combat, grants Atk/Spd+5 to unit during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 and an additional Atk+X to unit and inflicts Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat × 2 max 8). Unit can move to a space within 2 spaces of any ally within 2 spaces. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat. If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Spd/Def/Res+3 during combat.Īt start of combat, if【Penalty】 is active on unit or if unit's HP foe's Def, deals damage = 50% of unit's Atk minus foe's Def. If unit initiates combat, unit attacks twice.Īt start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and deals damage = 15% of foe's Def (including as part of Specials that trigger before combat).Įffective against flying foes. Calculates each stat bonus independently. Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat. At start of turn, grants 【Bonus Doubler】to unit and ally with the highest Atk (excluding unit). (Even if foe initiates combat, unit attacks twice.)Īt start of combat, if unit's HP ≥ 50%, grants Atk+4, Def+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat. If unit is within 3 spaces of an ally, deals damage = 20% of the greater of unit's Res or foe's Res and grants Atk/Res+5 to unit during combat.Īt the start of turns 1 through 3, grants Special cooldown count-1 to unit. If unit initiates combat, grants Atk/Spd+4 during combat. If unit initiates combat, unit attacks twice. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4. Unit can counterattack regardless of foe's range.Īccelerates Special trigger (cooldown count-1). The following is an automatically updated list of skills that can be upgraded by using Arena Medals and Divine Dew. The same weapon can be upgraded multiple times and swapped between them like a normal weapon through Equip Skills.ĭepending on the which upgraded option was chosen, the user will have a glow when equipped with the upgraded weapon: Hexblade 3: Enhance for 400 Great Scarlet Badge, 1000 Scarlet Badge, 100 Sacred Coin.Upgrading a weapon can give it a modified effect, an additional effect, bonus stats, or a combination of these. Hexblade 2: Enhance for 60 Great Scarlet Badge, 200 Scarlet Badge, 50 Sacred Coin. Hexblade 1: Create for 20 Great Scarlet Badge, 100 Scarlet Badge, 40 Sacred Coin. Tempest Trials+: Summer Aside ( – ): 20,000 Score.Seal acquired from Tempest Trials reward This skill is not available on any distributed units.Hexblade will not apply to the user's allies who are inflicted with Feud or are in combat against a foe with skills such as Impenetrable Dark and C Feud 3. The temporary buffs and damage calculation effect of Inf.Close Ward, Light and Dark, Mystic Boost 4, Aureola, Divine Naga, Naga, Spirit Forest Writ, Splashy Bucket, and Splashy Bucket+ will disable this effect.Hexblade only include attacks during combat. Attacks that "calculate damage using the lower of foe's Def or Res" from Inf. ![]() The stat increase that can be applied by Inf.(Does not affect damage dealt by Specials that trigger before combat.) If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat.
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