Werner Dime

Talent: Mechanical Commander

After taking action, (2, 3, 3, 4) allies within (1, 2, 3, 3) blocks gain Movement +1 and [Guerilla]: "When moving through defensive terrain, unit may gain 1 chance of negating mobility reduction." Lasts 1 turn.

Bond Requirement:

  • Glory: Level 5 Intimacy.
  • Light: Level 10 Intimacy + Win 5 times in Arena with this character.
  • Honor: Level 15 Intimacy + Clear Time Rift 3-1 (Elite) with this character.
  • Toughness: Level 23 Intimacy + Complete GoF - "Eternal Companions" with Rozalia's help.
  • Strength: Level 25 Intimacy + Complete GoF - "The Hidden Desire" with Leon's help.
  • Related Bonds

  • HildaDEF: Clear Gate 4 with Werner Dime's help.
  • Level 70 Max Stats:

  • Mechanical Commander
  • HP: 4,311 | ATK: 572 | INT: 233 | DEF: 288 | MDEF:241 | SKL: 122
  • Royal Knight
  • HP: 4,632 | ATK: 541 | INT: 233 | DEF: 300 | MDEF:270 | SKL: 122

    Soldier Bonus:

  • Mechanical Commander / Royal Knight
  • HP: 30% | ATK: 35% | DEF: 20% | MDEF: 15%
    Level 4
    Machine Commander: AoE damage taken -10%. Royal Knight: When attacking and entering battle, unit damage taken -10%.
    Level 7
    Machine Commander: When unit HP < 70%, damage dealt +10%. Royal Knight: When physically attacked and entering battle, damage dealt +10%.

    Exclusive Equipment: Blade of Mobile Mayhem

    ATK +10%. Before attacking and entering battle, for every block moved ignore 1% of enemy's DEF.

    Awakening: Maneuver Shift

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

    [Active] Select one of the following effects, as well as gain a permanent "movement +1 and all stats +5% (except HP)". The latter effect may be stacked up to 3 times. Speed Stance: [Assist] This unit gains +3 movement. If moving at least 4 blocks before entering battle, this unit will attack first. Strike Stance: [Assist] Gain "For every block moved before battle, damage dealt +3% (Up to 15%)." Defensive Stance: [Assist] This unit gains "Damage Taken -15%", cannot be displaced, and Counterattack Damage+20%. After taking action, restore 35% HP. This unit may only have one Form active at a time. All Forms cannot be immunized against or dispelled.

    Classes & Soldiers

    Mechanical Commander

    Soldiers: Bone Dino, Guardian Infantry

    Royal Knight

    Soldiers: Heavy Cavalry, Guardian Cavalry

    Training Ground

    Soldiers: Mechanical Knight, Scorpio, Royal Cavalry, Gold Knight

    Knight

    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.

    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.

    Mechanical Knight

    Assault

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

    [Physical Damage] Attacks a single enemy, dealing 1x damage. Inflicts cannot be healed. Lasts 1 turn. Damage increased by 20% with every block moved before attacking (up to 60%).

    Mechanical Commander

    Drift

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

    [Passive] When actively attacking, damage taken -10%. After battle, may move again in a straight line, equal to leftover movement +2. This effect has a 2-turn cooldown.

    Quick Strike

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

    [Physical Damage] Attacks a single enemy, dealing 1.2x damage. For every one block moved before battle, damage dealt +3% (up to 15%). If this unit moves at least 10 blocks before battle, then this attack ignores guard.

    Highlander

    Precaution

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

    [Passive] When attacking and entering battle, DEF+12%.

    Royal Knight

    Onrush

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

    [Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, Unit DEF & MDEF increase by 30%.

    Sprint

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

    [Assist] Allies within range gain "ATK/INT +20%", "Movement +1", and "Immunity to Mobility Down, Passive Disable". Lasts 2 turns.

    Swordsman

    Detect

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

    [Passive] Critical hit rate+10%. After dealing damage, 50% chance to disable enemy's passive skills; 100% chance if crit. Lasts 2 turns.