Azusa
Talent: Venerated Duality
ATK +(10, 12, 15, 20)%. INT is replaced with 1x ATK. At the start of a battle, gain [Duality Ward]: "Movement +3. Before being forced into battle, if the enemy's ATK < INT, then cause the enemy hero to deal physical damage during this attack. If the opposite is true, cause the enemy hero to deal magic damage during this attack. After being attacked 1 time, this effect wears off." When this hero enters battle using a physical skill, gain [Firm], and when this hero enters battle using a magic skill, gain [Flexible]. If after taking action, both [Firm] and [Flexible] are active, they will be consumed, after which this unit restores (50, 60, 80, 100)% HP and gains [Duality Ward]. [Firm], [Flexible], and [Duality Ward] all cannot be immunized or dispelled.
Bond Requirement:
Related Bonds
Level 70 Max Stats:
HP: 4,232 | ATK: 567 | INT: 283 | DEF: 317 | MDEF:343 | SKL: 141 | |
HP: 4,577 | ATK: 539 | INT: 283 | DEF: 341 | MDEF:343 | SKL: 141 |
Soldier Bonus:
HP: 30% | ATK: 35% | DEF: 20% | MDEF: 15% |
Exclusive Equipment: Moon Talisman Hairpin
HP and DEF +5%. When [Duality Ward] is in effect, Skill Damage +10%. If taking fatal damage while [Duality Ward], [Firm], and [Flexible] are in effect, then consume these three effects to restore 50% HP. This effect may only occur once per battle.
Awakening: Secret Ancestral Record
Cost: ••• / CD: 4 / Range: 2 / Span: Single
[Active] Choose one of the follow skills: Secret Ancestral Record: Firm [Physical Damage] Attacks a single enemy, dealing 1.7x damage. Secret Ancestral Record: Flexible [Magic Damage] Attacks a single enemy, dealing 1.7x damage. Physical damage dealt by soldiers will instead be treated as magic damage. When using one of the above skills, convert 3 buffs on the target into debuffs, after battle restore HP equal to 30% of damage dealt, and inflict "Cannot Guard". Lasts 2 turns. Melee soldiers will also attack. This skill is not affected by melee range penalties. After successfully defeating an enemy with this skill, its cooldown is reduced by 3.
Casting Pattern: Combination of Hard and Soft
[Passive] ATK +5%. If the hero has [Hard], magic damage increases by 10%. If the hero has [Soft], physical damage increases by 10%.
Ancestral Chief
Soldiers: Exorcist, Templar Knight
Revered Exorcist
Soldiers: Amazon Champion, Holy Pegasus
Training Ground
Soldiers: Zealot, Heavensguard, State Guard, Fighting Monk, Treant Guard, Giant Lizard Rider, Holy Guard Mage
Qigong Wave
Cost: • / CD: 1 / Range: 1 / Span: Single
[Magic Damage] Attacks a single enemy, dealing 1.4x damage. Effective against demons. Physical damage dealt by soldiers is instead considered magic damage.
Faith
Cost: • / CD: - / Range: - / Span: -
[Passive] When actively attacking, damage increases by 15%. After battle, restores 2x the caster's INT as HP to the friendly unit with the lowest HP (not including this unit).
Shield
Cost: • / CD: 1 / Range: 3 / Span: Single
[Assist] Target gains "DEF +20%" and "Immunity to DEF/MDEF Down, Cannot Be Healed". Lasts 2 turns.
Discipline
Cost: •• / CD: 1 / Range: 2 / Span: Single
[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Melee soldiers will also attack. After battle, restores HP to self equal to 20% of damage dealt.
Spiritcall Strike
Cost: •• / CD: 1 / Range: 2 / Span: Single
[Active] Choose one of the following skills: Spiritcall Strike - Firm: [Physical Damage] Attacks a single enemy, dealing 1.5x damage. After dealing damage in battle, reduce the target's DEF by 20%. Lasts 1 turn. Spiritcall Strike - Flexible: [Magic Damage] Attacks a single enemy, dealing 1.5x damage. Physical damage dealt by soldiers is instead considered magic damage. After dealing damage in battle, reduce the target's MDEF by 20%. Lasts 1 turn. When using either of the above skills, soldiers will also attack. This skill is not affected by melee range penalties. After using one of the above skills, set the cooldown of Spiritcall Strike to 1 turn.
Ram
Cost: • / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.2x damage and causing [Displacement]: Pushes the target back 2 blocks. Decreases Mobility by 2 and disables guard. Lasts 1 turn.
Holy Shield
Cost: • / CD: - / Range: - / Span: -
[Passive] Upon attacking and entering battle, MDEF +10%.
Judgment
Cost: •• / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.2x damage. Before entering battle, DEF & MDEF of unit increase by 30%. Lasts 2 turns.