Landius
Talent: United Will
After taking action, if there is an ally within (1, 2, 2, 3) blocks, ATK+(10, 13, 16, 20)% and (5, 8, 11, 15)% of ATK is added to DEF & MDEF. Lasts 1 turn. When hit by a ranged attack, reduces damage taken by (10, 13, 16, 20)% and launches a counterattack within 2 blocks.
Bond Requirement:
Related Bonds
Level 70 Max Stats:
HP: 5,344 | ATK: 534 | INT: 247 | DEF: 341 | MDEF:211 | SKL: 118 | |
HP: 5,032 | ATK: 563 | INT: 247 | DEF: 295 | MDEF:265 | SKL: 132 |
Soldier Bonus:
HP: 20% | ATK: 35% | DEF: 35% | MDEF: 10% |
Exclusive Equipment: Defender's Memories
ATK +10%. When forced into battle, if there are any allies within 2 blocks of this unit, then for every block between this unit and the attacker, this unit takes 5% less damage, up to 15%.
Awakening: Peace of Mind
Cost: ••• / CD: 3 / Range: Self / Span: Single
[Passive] Take all attacks for friendly units you are next to and cannot be displaced. [Command] All friendly units within 2 blocks take 15% less ranged damage, have 30% less chance of being critically hit, and healing effects on them are increased by 15%. [Active] Guard range increased to 2 blocks and Command range increased to 3 blocks. All enemy units within a 2-block radius cannot benefit from Move Again effects. Lasts 3 turns.
Casting Pattern: Will of Unity
[Passive] Immune to passive block. For every 1 ally within 3 blocks, DEF +3% (up to 12%).
Grand Marshal
Soldiers: Vanguard Lancer, Guardian Infantry
Royal Knight
Soldiers: Guardian Cavalry, Templar Knight
Training Ground
Soldiers: Royal Cavalry, Dark Guard, Heavy Centurion, Treant Guard, Gold Knight, Elven Spear Thrower, Aegis Garde
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.
Move Again
Cost: • / CD: - / Range: - / Span: -
[Passive] When initiating combat, damage increases by 10%. If remaining Mobility is not zero, can move again after attacking.
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.
Iron Helmet
Cost: •• / CD: - / Range: - / Span: -
[Passive] When attacked with a ranged attack, 25% chance to reduce damage taken by 50%.
Indomitable
Cost: • / CD: - / Range: - / Span: -
[Passive] Grants 20% HP upon taking damage that would otherwise have been fatal. Can be triggered once per battle.
Counterattack
Cost: • / CD: - / Range: - / Span: -
[Passive] Takes physical damage for adjacent allies. When attacked, increases ATK by 12%.
Resplendent Legend
Cost: •• / CD: 3 / Range: Self / Span: All
[Fusion Power] Active use. All "Yeless Legends" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Damage Dealt +15% against enemies against which you have no class advantage." Lasts 4 turns. Cannot be stacked with other Fusion Powers.
Tranquility
Cost: •• / CD: 2 / Range: Self / Span: Single
[Passive] Bears all attacks for allied units within 1 block. [Command] Friendly units within 2 blocks are 30% less likely to be critically hit and also take 15% less ranged damage. [Active] Guard range increases to 2 blocks and Command range increases to 3 blocks. Lasts 2 turns.
Sun Slash
Cost: •• / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.5x damage. After battle, restores HP equal to 30% of damage dealt.