Altemuller
Talent: Supreme Overlord
Before entering battle, ATK increases by (3, 5, 7, 10)% and physical damage taken is decreased by (2, 3, 4, 5)%. Lasts 4 turns. Can be stacked up to 4 times.
SP Talent: Supreme Skylord
Ignore cost limit of skills. At the start of a turn and before entering battle, gain [Supreme]: "ATK+(5, 6, 7, 8)%, Physical Damage taken-(2, 3, 4, 5)%. Lasts 3 turns. Can be stacked up to 4 times." When an enemy unit dies, gain a stack of [Supreme] and increase the max stacks of [Supreme] by 1 (up to 2 times).
Bond Requirement:
Related Bonds
Level 70 Max Stats:
HP: 4,934 | ATK: 531 | INT: 268 | DEF: 361 | MDEF:255 | SKL: 123 | |
HP: 4,314 | ATK: 588 | INT: 268 | DEF: 312 | MDEF:348 | SKL: 179 | |
HP: 4,383 | ATK: 596 | INT: 268 | DEF: 312 | MDEF:348 | SKL: 179 |
Soldier Bonus:
HP: 40% | ATK: 40% | DEF: 10% | MDEF: 10% | |
HP: 40% | ATK: 40% | DEF: 10% | MDEF: 10% |
Exclusive Equipment: Riguler Crown
DEF and MDEF +5%. Buffs cast on self last for 1 more turn.
Awakening: Supreme Battle
Cost: ••• / CD: 6 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.5x damage. If there are 2 or more enemies within a 1-ring span after battle, may act again, but cannot move or move again (Act again effect cannot be triggered more than twice in the same turn). Upon successfully eliminating a target, this skill's cooldown is reduced by 6 turns. This effect has a 1 turn cooldown.
Grand Marshal
Soldiers: Phalanx, Vanguard Lancer
Dragon Master
Soldiers: Griffin Knight, Vampire Bat
Training Ground
Soldiers: Gargoyle, Cyclops, Dark Centurion, Dragon Trooper, Hoplite, Mechanical Dragon Knight, War Falcon, Cavalier of Flame
Demonic Dragon Lord
Soldiers: Steelwing Warrior
Raging Thunder
Cost: •• / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Grants [Windride] before battle: When HP>50%, Damage Taken -15%. Lasts 2 turns.
Reinforcement
Cost: • / CD: - / Range: - / Span: -
[Passive] After taking action, restores 20% Unit HP.
Parry
Cost: • / CD: - / Range: - / Span: -
[Passive] Take physical attacks for adjacent allies. When attacked, adds 7% of ATK to DEF.
Tactical Mastery
Cost: •• / CD: 3 / Range: Self / Span: All
[Fusion Power] Active use. All "Strategic Masters" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Unit's mobility type is changed to [Terrain Master]. If terrain increases DEF, damage dealt +15% in battle." Lasts 4 turns. Cannot be stacked with other Fusion Powers.
Strong Arm
Cost: •• / CD: 3 / Range: Self / Span: Single
[Passive] Take physical attacks for adjacent allies. [Active] Guard Range increases to 2 blocks, grants buffs [Parry] and [Barb]. Lasts 2 turns.
DEF Command
Cost: •• / CD: - / Range: - / Span: -
[Passive] DEF of all allies within 2 blocks increases by 10%.
Gale
Cost: • / CD: - / Range: - / Span: -
[Passive] After taking action, 20% chance to act again. Can only occur once per turn.
Dragon's Breath
Cost: •• / CD: 5 / Range: Self / Span: 2
[Physical Damage] Deals 0.36x AoE damage to enemies within 2 blocks and inflicts 1 debuff. Also grants [Windride]: "When HP>50%, "Damage Taken" -15%." Lasts 2 turns.
Endure
Cost: • / CD: - / Range: - / Span: -
[Passive] When entering battle, DEF+7%.
Shadow Wing
Cost: •• / CD: - / Range: - / Span: -
[Passive] Ignore unit obstruction when moving. Before entering melee battle, for every stack of [Supreme], restore 10% HP, up to 30%. After actively dealing damage, gain buff: "Have 2 chances to negate mobility reduction". Lasts 1 turn.
Dragon Dance
Cost: •• / CD: 5 / Range: Self / Span: 2 Rings
[Physical Damage] Deals 0.1x AoE damage to enemies within 2 rings of self. After use, gain [Windride], lasts 1 turn. After dealing damage, transfer all hit enemies next to self. If this unit has a special effect from a Fusion Power and there are at least 3 enemies adjacent to self, then may act again, but cannot move or move again. Act Again is on a 3-turn cooldown. When triggering the Act Again on this skill, buffs do not decrease in duration.