Hilda

Talent: Bloody Revenge

Does not die when taking fatal damage, afterwards restoring (20, 30, 40, 50)% HP. Activates once per map. If this unit has 2 or more buffs, damage taken -(10, 15, 20, 25)%, and adds (5, 8, 11, 15)% of ATK into DEF and MDEF. When an allied unit (including self) within (2, 2, 3, 3) blocks is attacked in battle, cause the enemy to be unable to score critical hit this time. This effect has a cooldown of (3, 2, 2, 1) turns.

Bond Requirement:

  • Glory: Level 5 Intimacy.
  • Light: Level 10 Intimacy + Reach Level 30.
  • Honor: Level 15 Intimacy + Upgrade to Royal Knight.
  • Toughness: Level 23 Intimacy + Clear Gate 4 with Werner Dime's help.
  • Strength: Level 25 Intimacy + Clear Gate 4 with Florentia's help.
  • Related Bonds

  • Ironblood CommanderDEF: Complete GoF4: "Iron and Blood" with Hilda's help.
  • JulianDEF: Clear GoF: "Destiny" with Hilda's help.
  • Level 70 Max Stats:

  • Grand Marshal
  • HP: 5,372 | ATK: 548 | INT: 247 | DEF: 357 | MDEF:207 | SKL: 106
  • Royal Knight
  • HP: 5,057 | ATK: 577 | INT: 247 | DEF: 311 | MDEF:260 | SKL: 118

    Soldier Bonus:

  • Grand Marshal / Royal Knight
  • HP: 20% | ATK: 30% | DEF: 40% | MDEF: 10%

    Exclusive Equipment: Scarlet Battlegarb

    HP & DEF +5%. Ignore skill cost limit. When entering melee battle, cause the enemy to be afflicted with "Weapon Skill Disabled (Excluding Max HP effects)". If the enemy is an NPC, this effect is instead "ATK/INT -25%". Lasts 1 turn.

    Awakening: Crimson Command

    Cost: ••• / CD: 3 / Range: Self / Span: -

    [Passive] Take all attacks for adjacent allies. Immune to "movement down". [Command] Allies within 2 blocks cannot be displaced. Fixed damage taken -35%. [Active] Choose one of the following effects: Command - Lance Protection: Guard range increases to 2. Command range increases to 3. This hero's type becomes lancer. Before being attacked in battle, for every block moved by the enemy before battle, they gain "damage taken +10%" (up to 50%). Lasts 3 turns. Command - Cavalry Charge: Guard Range increases to 2. Command Range increases to 3. This hero's type becomes cavalry. Damage dealt against infantries +20%. Lasts 3 turns. After using one of the above effects, CD of this skill is set to 3.

    Casting Pattern: Crimson Fortitude

    [Passive] ATK +10%. When using unique equipment, [Lance Protection] and [Cavalry Charge] effects cannot be dispelled.

    Classes & Soldiers

    Grand Marshal

    Soldiers: Phalanx, Stone Colossus

    Royal Knight

    Soldiers: Guardian Cavalry, Templar Knight

    Training Ground

    Soldiers: Hoplite, Royal Cavalry, Crystal Molder, Aegis Garde

    Knight

    Rout

    Cost: •• / CD: 3 / Range: 1 / Span: Single

    [Physical Damage] Attacks a single enemy, dealing 1x damage. Causes [Displacement]: Pushes the target back 2 blocks and inflicts stun for 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.

    General

    Lance Phalanx

    Cost: •• / CD: 2 / Range: Self / Span: Single

    [Passive] Takes physical attack instead of nearby ally. [Active] Guard Range increases to 2 blocks. DEF increases by 20%. When attacked with a melee attack, always triggers [Barb] Fixed Damage after battle. Lasts 2 turns.

    Grand Marshal

    Heavy Shield

    Cost: •• / CD: - / Range: - / Span: -

    [Passive] When attacked with a melee attack, 25% chance to damage taken decreased by 50%.

    Broken Arrow

    Cost: / CD: - / Range: - / Span: -

    [Passive] When ranged attacked, ATK+15%, Damage Taken-10%, and may counter physical ranged attacks from up to 3 spaces away.

    Highlander

    War Goddess

    Cost: / CD: - / Range: - / Span: -

    [Passive] When fighting melee battles, ATK+15% and disable enemy's Weapon ability (aside from HP increases) before battle. When the target is an NPC, then the latter effect is instead ATK/INT-25%. Lasts 1 turn.

    Royal Knight

    Light of Rebirth

    Cost: •• / CD: 3 / Range: Self / Span: All

    [Fusion Power] Active use. All "Langrisser Re:Incarnation Tensei" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Single Target Skill Damage +12%, Counterattack damage +12%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

    Dominating Formation

    Cost: / CD: 0 / Range: / Span:

    [Passive] Takes all attacks for adjacent allies. [Physical Damage] Attacks along 5 lines for 0.1x AoE damage. Guard Range increases to 2. Gain chance of being critically hit -20%. Lasts 2 turns. The attacked terrain gain [Sinkhole] for 2 turns: "Enemies on this terrain cannot receive 'Move Again' or 'Act Again' effects."

    Swordsman

    Broken Blade

    Cost: •• / CD: 3 / Range: 1 / Span: Single

    [Physical Damage] Attacks a single enemy, dealing 1.5x damage. After battle, inflict "Damage Dealt -20%". Lasts 2 turns.