Elisse




Talent: Defender of the Night
When unit moves, all passable terrain is considered as Plains. DEF increases by (5,10,15,20)%. ATK increases by(2,3,4,5)% for every 1 block moved before battle (up to (8,12,16,20)%) Gain (1,1,2,2) stacks of [Guardian Key] at the start of battle. Before the end of your turn, after taking action, you can apply [Guardian Key] on a target location. [Guardian Key]: "At the end of Elisse's turn, an ally unit on [Guardian Key] consumes [Guardian Key] and can move again 4 blocks and attack. (This effect can only be triggered once per round, and any buffs do not lose thier turn count.) There can only be 1 [Guardian Key] within 3 blocks at a time. When [Guardian Key] is on defensive terrain, it will have higher terrain priority. [Guardian Key] can be used within 5 blocks of Elisse, but not on the tile she currently stands on.
Bond Requirement:
Level 70 Max Stats:
HP: 4,512 | ATK: 605 | INT: 278 | DEF: 295 | MDEF:255 | SKL: 135 | |
HP: 4,824 | ATK: 574 | INT: 278 | DEF: 318 | MDEF:275 | SKL: 121 |
Soldier Bonus:
HP: 25% | ATK: 35% | DEF: 25% | MDEF: 15% |


Awakening: Guardian of the Night
Cost: ••• / CD: 4 / Range: 2 / Span: Single
[Passive] When a [Guardian Key] acts again a unit, restore Soldier HP by 25% and gain "Damage Increase by 10%" for 1 turn. [Physical Damage] Attack a single enemy, dealing 1.6x damage. Ignores 30% of enemy DEF. Melee soldiers will also attack. After battle, inflicts a [Displacement] effect: Pushes the target back 2 blocks, reducing their mobility by 2. Last for 1 Round (Cannot be dispelled). When pushed into another unit or unpassable terrain, the enemy is stunned for 1 turn. (Cannot be dispelled). After battle can move 2 blocks and gain "Damage taken is reduced by 20%" for 1 turn.

Guardian of Eternal Night
Soldiers: Templar Knight, Griffin Knight

Keyholder of the Holy Gate
Soldiers: Guardian Cavalry, Exorcist

Training Ground
Soldiers: Unicorn, Heavensguard, Mechanical Dragon Knight, Angel, Starprisma Pegasus


Smash
Cost: •• / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Causes [Displacement]: Pushes the target back 2 blocks, decreases DEF by 20%, and disables guard effects. Lasts 2 turns.

Blast
Cost: • / CD: - / Range: - / Span: -
[Passive] When initiating combat, if Unit HP is above 80%, damage taken is decreased by 30% during battle.


Javelin
Cost: •• / CD: 2 / Range: 2 / Span: Single
[Physical Damage] Attacks an enemy, dealing 0.8x damage. For every block moved before attacking, damage dealt is increased by 20% (up to 60%). Melee soldiers will also attack. After use, may move 2 blocks. This skill is not affected by melee range penalties.


Night's Punishment
Cost: •• / CD: 3 / Range: Self / Span: 2
[Physical Damage] Deals 0.36x AoE damage to all enemies within 2 block of yourself. Reduces the enemy DEF by 20% an MDEF by 30% for 2 turns. If enemy unit is standing on a friendly [Guardian Key], damage is increase by 20%.

Thousand Hooves
Cost: •• / CD: 5 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.7x damage. Inflicts Mobility-2 and cannot guard. Lasts 2 turns. Cannot be dispelled.


DEF Break
Cost: • / CD: - / Range: - / Span: -
[Passive] Before battle, 50% chance to reduce enemy's DEF by 20%. Lasts 1 turn.


DEF Intimidate
Cost: •• / CD: - / Range: - / Span: -
[Passive] After taking action, decreases DEF of all enemies within 2 blocks by 15%. Lasts 1 turn.

Night Baptism
Cost: • / CD: 3 / Range: Self / Span: Single
[Active] Steal 2 buffs from enemies within 1 ring. If there is a [Guardian Key] in the skill range, remove the terrain effect and trigger the talents end of action effect.