Ilucia

Talent: Floating Petals

When in water, this unit's movement type becomes [Aquatic], physical damage taken-(10, 13, 16, 20)% and does not die when taking fatal damage and afterwards restores (10, 13, 16, 20)% HP. Only occurs once per battle. After being forced into battle, the enemy's terrain is treated as Water for 2 turns. If the enemy is already in Water, there is a (20, 30, 40, 50)% chance that the enemy will be unable to take action for 1 turn.

Bond Requirement:

  • Glory: Level 5 Intimacy.
  • Light: Level 10 Intimacy + Reach Level 30.
  • Honor: Level 15 Intimacy + Upgrade to Serpent Master.
  • Toughness: Level 23 Intimacy + Clear Gate 4 with Knight of Mystery's help.
  • Strength: Level 25 Intimacy + Clear Gate 5 with Oliver's help.
  • Related Bonds

  • MelaniaDEF: Help with Ilucia's Gate 4.
  • VincentDEF: Clear GoF4 with Ilucia's help.
  • Level 70 Max Stats:

  • Royal Vanguard
  • HP: 5,372 | ATK: 448 | INT: 247 | DEF: 403 | MDEF:212 | SKL: 88
  • Serpent Master
  • HP: 4,717 | ATK: 504 | INT: 247 | DEF: 371 | MDEF:267 | SKL: 103

    Soldier Bonus:

  • Royal Vanguard / Serpent Master
  • HP: 40% | ATK: 10% | DEF: 35% | MDEF: 15%
    Level 4
    Royal Vanguard: When attacking, unit's damage taken is decreased by 10%. Serpent Master: AoE damage taken is decreased by 10%.
    Level 7
    Royal Vanguard: When attacking, damage dealt by soldiers is increased by 20%. Serpent Master: When in water, physical damage dealt is increased by 10%.

    Exclusive Equipment: Midsummer Memory

    DEF & MDEF +5%. Before being forced into battle, give "Tidal Surge" effect to self. Lasts 1 turn. When in water, takes all attacks for allies within 1 ring.

    Awakening: Frozen Clutch

    Cost: ••• / CD: 4 / Range: Self / Span: Single

    [Passive] Takes all physical attacks for adjacent friendly units. When in water, ATK is equal to 1.4x DEF. [Active] Guard range is increased to 2 blocks. Grants the [Tidal Surge] and [Frozen Clutch] effects: [Command] All enemies within 2 blocks are treated as being in water, and they cannot trigger effects that allow them to act again. Lasts 2 turns.

    Casting Pattern: Summer Lake Shadow

    [Passive] [Frozen Clutch] Command range +1. When battling enemies which are in water, damage dealt +20%.

    Classes & Soldiers

    Royal Vanguard

    Soldiers: Stone Colossus, Heavy Cavalry

    Serpent Master

    Soldiers: Tide Master, Highland Warrior

    Training Ground

    Soldiers: Tidal Elf, Lava Titan, Hell Hound, Pirate Raider, Glacier Elemental, Shore Celebrant, Island Ambassador

    Sailor

    Triton

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

    [Passive] Takes [PDamage] for adjacent friendly units. When in water, converts 1.4x DEF into ATK. [Active] The range of Guard increases to 2 blocks. Grants the effect [Tidal Surge]: The terrain you are on will be regarded as [Water]. Lasts 2 turns.

    Enduring Journey

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

    [Passive] After taking action, if this unit has not dealt damage this turn, it is healed for 20% of its HP and it gains [Tidal Surge]: All terrain is treated as Water for 2 turns.

    Vanguard

    Heavy Shield

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

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

    Royal Vanguard

    Tenacity

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

    [Passive] When attacked, gain "DEF+5%". Lasts 1 turn. Can be stacked.

    Skill Swagger

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

    [Passive] After taking action, reduces the SKILL of all enemy units within 3 blocks by 20% for 1 turn.

    Serpent Knight

    Chain Hook

    Cost: •• / CD: 3 / Range: 4 (Straight) / Span: Single

    [Physical Damage] Directly deals 0.25x damage to a single enemy. Causes [Displacement] effect: pulls the enemy next to this unit and decreases target's Mobility by 2 blocks. Lasts 1 turn.

    Serpent Master

    Surf's Up

    Cost: •• / CD: 2 / Range: 1 / Span: Single

    [Physical Damage] Attacks an enemy unit, dealing 1.5x damage. Unit gains [Tidal Surge] for 1 turn.

    Ephemeral Illusion

    Cost: •• / CD: 5 / Range: Self / Span: 3

    [Physical Damage] Deals 0.2x AoE damage to all enemies within 3 blocks of you and reduces their soldier range by 1 for 2 turns. If enemies hit are in Water, they will be silenced for 2 turns. After battle, grants the [Tidal Surge] effect: The terrain you are on will be regarded as Water. Lasts 2 turns.