Eternal Evolution Skills
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731 skills
| Hero | Slot | Skill | Effect | Upgrades | EX effect |
|---|---|---|---|---|---|
| Bot Mark II | Skill 1 | The user shoots out 7 rounds in the selected directions for 2s, each inflicting 110% ATK of DMG. Rounds cannot penetrate enemies. While shooting, Spider Artillery is unable to move and immune to control effects. If there's no enemy on the selected shooting path, Spider Artillery automatically targets other enemies.This skill can trigger basic attack effects. | Upgrade 1: The DMG inflicted by each bullet is increased to 120% ATK. / Upgrade 2: The DMG inflicted by each bullet is increased to 130% ATK. / Upgrade 3: The DMG inflicted by each bullet is increased to 140% ATK. / Upgrade 4: The DMG inflicted by each bullet is increased to 150% ATK. | If the DEF of the target is reduced, the damage inflicted by each round is increased by 30%. | |
| Bot Mark II | Skill 2 | Shoots a Flame Laser, dealing 255% ATK DMG to the enemy and 150% to enemies along the path of the Flame Laser. | Upgrade 1: Increases DMG dealt with the target to 265%. / Upgrade 2: Increases DMG dealt with the target to 275%. / Upgrade 3: Increases DMG dealt with the target to 285%. / Upgrade 4: Increases DMG dealt with the target to 295%. | Enemies damaged by Flame Laser will have their DEF reduced by 16% for 6s. | |
| Bot Mark II | Skill 3 | Spider Artillery's Fire-control Radar locks onto an enemy whose DEF has decreased. The closest one will be locked onto first. The DMG dealt with locked enemies is increased by 15% of ATK. When the Radar is active, Spider Artillery attacks locked enemies first, regardless of the skill's range. | Upgrade 1: The DMG dealt with locked enemies is increased by 20% of ATK. / Upgrade 2: The DMG dealt with locked enemies is increased by 25% of ATK. / Upgrade 3: The DMG dealt with locked enemies is increased by 30% of ATK. | When attacking the targets locked by the Fire-control Radar, gain an additional 5% CRIT RATE | |
| Bot Mark II | Skill 4 | When Spider Artillery lands a critical strike, it has a 60% chance to decrease the enemy's DEF by 4% for 6 secs. This effect can stack up to 8 times, reducing the target's DEF by up to 32%. | Upgrade 1: The chance to decrease the enemy's DEF is increased to 70%. / Upgrade 2: The chance to decrease the enemy's DEF is increased to 80%. / Upgrade 3: The chance to decrease the enemy's DEF is increased to 90%. | When the target's DEF is reduced, each of the 6 times they take damage from Spider Artillery, an additional stack of this effect is added. | |
| Bot Mark II | Talent | When Spider Artillery lands a critical strike, it gains 13% ATK for 6s. If the crit rate of Spider Artillery is higher than the target, they gain 4% of ATK as DMG. | Upgrade 1: ATK is increased to 18% when inflicting a crit. / Upgrade 2: ATK is increased to 23% when inflicting a crit. / Upgrade 3: ATK is increased to 26% when inflicting a crit. Spider Artillery gains 1% ATK for every 5% crit rate exceeding 50% , up to a maximum of 10% ATK. | — | |
| Serena | Skill 1 | The user chants continuously, summoning an angel to the battlefield for 5s. Each second, the angel casts Divine Light to heal the friendly unit with the lowest HP on the battlefield. For the first 3s of the chant, Serena becomes immune to CC. Each instance of Divine Light heals Serena for 2.5% of Max HP and the target for 0.9% of their Max HP. | Upgrade 1: The healing effect of each holy light ray is increased to 2.8% of Serena's Max HP and 1.0% of the teammate's Max HP. / Upgrade 2: The healing effect of each holy light ray is increased to 3.0% of Serena's Max HP and 1.1% of the teammate's Max HP. / Upgrade 3: The healing effect of each holy light ray is increased to 3.2% of Serena's Max HP and 1.2% of the teammate's Max HP. / Upgrade 4: The healing effect of each holy light ray is increased to 3.4% of Serena's Max HP and 1.3% of the teammate's Max HP. | "Guardian Angel" summons 3 rays of extra holy light to heal the teammates. | |
| Serena | Skill 2 | Casts Divine Light to heal the friendly unit with the lowest HP on the battlefield. Each instance of Divine Light heals Serena for 6.4% of Max HP and the target for 2.6% of their Max HP. | Upgrade 1: The healing effect of each holy light ray is increased to 7.0% of Serena's Max HP and 2.9% of the teammate's Max HP. / Upgrade 2: The healing effect of each holy light ray is increased to 7.7% of Serena's Max HP and 3.2% of the teammate's Max HP. / Upgrade 3: The healing effect of each holy light ray is increased to 8.3% of Serena's Max HP and 3.5% of the teammate's Max HP. / Upgrade 4: The healing effect of each holy light ray is increased to 9.0% of Serena's Max HP and 3.8% of the teammate's Max HP. | Healing allies also causes damage equal to 70% of the healing amount to nearby enemy units. | |
| Serena | Skill 3 | When the skill is cast, if the HP of the ally hero with the lowest HP is lower than 60% , a one-off healing shall be cast and the hero shall subsequently be healed up until 2.6% of Serena's Max HP. | Upgrade 1: The healing effect shall be increased to 2.9% of Serena's Max HP. / Upgrade 2: The healing effect shall be increased to 3.2% of Serena's Max HP. / Upgrade 3: The healing effect shall be increased to 3.5% of Serena's Max HP. | When the Skill is cast, ignore the triggering condition of the Hero's HP percentage, and deliver healing once to the ally hero with the lowest HP. | |
| Serena | Skill 4 | Increases the DEF of a target ally by 30% for 7 secs. | Upgrade 1: Target ally's DEF is increased to 33%. / Upgrade 2: Target ally's DEF is increased to 36%. / Upgrade 3: Target ally's DEF is increased to 39%. | Increase DEF for 2 ally Heroes at the same time. | |
| Serena | Talent | The healing effect of Serena's "Guardian Angel" shall be increased by 20%. | Upgrade 1: The healing effect of Serena's "Guardian Angel" shall be increased by 30%. / Upgrade 2: When the "Guardian Angel" is chanting, all ally units shall have their DEF increased based on Serena's Max HP. The DEF buff shall not exceed 40%. / Upgrade 3: The healing effect of Serena's "Guardian Angel" shall be increased by 40%. The upper limit of the DEF buff is increased to 70%. | — | |
| Hercules | Skill 1 | The user shall link to an ally, preventing them from receiving any debuffs when the link exists and 70% of the damage they received shall be transferred to Hercules over 8s. When there is no ally on the battlefield, Hercules shall receive a Shield equal to 300% of his ATK and he shall also receive immunity to debuffs for 8s. | Upgrade 1: Devastator's shield is now boosted to 330% of their teammate's ATK. / Upgrade 2: Devastator's shield is now boosted to 360% of their teammate's ATK. / Upgrade 3: Devastator's shield is now boosted to 390% of their teammate's ATK. / Upgrade 4: Devastator's shield is now boosted to 420% of their teammate's ATK. | 100% of the DMG received by the target ally is transferred to Hercules. When the link expires, the target will receive a Shield equal to 2% of Hercules' DEF. | |
| Hercules | Skill 2 | The user shall provide a Shield equal to 1.8% of his Max HP to allies for 12s, prioritising the ally with the lowest HP. Passive: Every time Hercules loses 20% of HP, he shall gain a Shield equal to 4% of his Max HP for 6s. | Upgrade 1: The passive Shield shall be increased to 4.4% of Max HP. / Upgrade 2: The passive Shield shall be increased to 4.8% of Max HP. / Upgrade 3: The passive Shield shall be increased to 5.2% of Max HP. / Upgrade 4: The passive Shield shall be increased to 5.6% of Max HP. | The passive effect of "Energy Core" is enhanced to add a shield to the user for every 16% of the Max HP lost. | |
| Hercules | Skill 3 | Swings a devastating warhammer and deals 300% DMG to enemies in front of him. | Upgrade 1: DMG increased to 330% of ATK. / Upgrade 2: DMG increased to 360% of ATK. / Upgrade 3: DMG increased to 390% of ATK. | Each enemy hit by the Thermal Hammer will increase 10% DEF for the caster, up to 30%, lasting for 6s. | |
| Hercules | Skill 4 | When the shield of the Energy Core and Projection Barrier disappears, Hercules gains 20% more DEF for 6 secs. | Upgrade 1: DEF buff increased to 22%. / Upgrade 2: DEF buff increased to 24%. / Upgrade 3: DEF buff increased to 26%. | When a Shield applied to Hercules expires, they inflict 0.5% HP as DMG to surrounding enemies. | |
| Hercules | Talent | Resolute Shield | Hercules becomes more resilient, increasing his Max HP by 6%. | Upgrade 1: Hercules' Max HP shall be increased by 10%. / Upgrade 2: The Shield added by the Projection Barrier to Hercules shall be further strengthened by 3% of his Max HP. / Upgrade 3: Hercules' Max HP shall be increased by 14% and his Shield shall be further strengthened by 5% of his Max HP. | — |
| Clunk | Skill 1 | Fires 4 waves of bullets, each wave inflicting 20% ATK DMG on enemies within a frontal cone area. | Upgrade 1: Increases the DMG of each bullet wave to 22% of ATK. | — | |
| Clunk | Skill 2 | Shoots the enemy twice, each time dealing 80% DMG. | Upgrade 1: Increases the DMG of each shot to 88%. / Upgrade 2: Increases the DMG of each shot to 96%. | — | |
| Clunk | Skill 3 | Blesses herself and two allies with the highest ATK, increase ATK by 8% and ATS by 80 for the next 12s. | Upgrade 1: Increases ATK by 10% and AS by 100. | — | |
| Clunk | Talent | Shoots the enemy twice, each time dealing 80% DMG. | Upgrade 1: Increases the DMG of each shot to 88%. / Upgrade 2: Increases the DMG of each shot to 96%. | — | |
| Pellew | Skill 1 | After a short charge, Pellew unleashes a shotgun attack in a fan-shaped area in front of him, inflicting 150% ATK as DMG and knocking enemies down. | Upgrade 1: Increase the damage to 155%. | — | |
| Pellew | Skill 2 | Pellew swings his blade, inflicting 150% ATK DMG to enemies before him. Passive: Increase the user's DEF by 10%. | Upgrade 1: Increases DEF to 12% Increase DMG to 170% of ATK and reduce the target's AS by 300. / Upgrade 2: Increases DEF by 14% ; increases DMG to 187% of ATK. | — | |
| Pellew | Skill 3 | Reduces DMG received by 20% for 5 secs when HP falls below 50%. This effect only triggers once per battle. | Upgrade 1: Reduces DMG received by 22% for 5 secs when HP falls below 50%. This effect only triggers once per battle. | — | |
| Jericho | Skill 1 | Snipes the enemy, causing 300% ATK DMG. DMG is increased based on the distance the bullet travels. | Upgrade 1: DMG increased to 330% of ATK. | — | |
| Jericho | Skill 2 | Shoots enemies in rapid succession, causing multiple 40% ATK DMG. | Upgrade 1: DMG increased to 44% of ATK. / Upgrade 2: DMG increased to 48% of ATK. | — | |
| Jericho | Skill 3 | Every 5 attacks, the next basic attack will trigger a Headshot, causing 150% ATK DMG. | Upgrade 1: Increase the DMG of Headshot to 165% of ATK. | — | |
| Jericho | Talent | Every 5 attacks, the next basic attack will trigger a Headshot, causing 150% ATK DMG. | Upgrade 1: Increase the DMG of Headshot to 165% of ATK. | — | |
| Handt | Skill 1 | After jumping, Handt stabs enemies in front of him with a spear, inflicting 250% ATK as DMG. | — | — | |
| Handt | Skill 2 | Handt quickly stabs the enemy twice with his spear, inflicting 80% ATK as DMG each time. | — | — | |
| Dhaka | Skill 1 | Fires multiple missiles at a certain area, causing multiple AOE DMG. | — | — | |
| Dhaka | Skill 2 | When HP is below 20% , increases ATK by 10% and approaches the closest enemy to self-destruct, causing huge AOE DMG. | — | — | |
| Wyss | Skill 1 | Fires a Flash Bomb, dealing a small amount of DMG to enemies within the target area, decreasing their ACC for 5 secs. | — | — | |
| Wyss | Skill 2 | Deals 200% ATK DMG to the enemy and exposes their weakness. The enemy takes an extra 15% DMG when attacked for 5 secs. | — | — | |
| Oisa | Skill 1 | Oisa summons a bolt of divine light from the sky to strike enemies, inflicting 330% DEF as DMG and stunning enemies within the specified range for 1s. | Upgrade 1: DMG increased to 360% of DEF. / Upgrade 2: DMG increased to 390% of DEF. / Upgrade 3: DMG increased to 420% of DEF. / Upgrade 4: DMG increased to 450% of DEF. | Increase the radius of Divine Light by 1 m. | |
| Oisa | Skill 2 | Waves her weapon in an arc, dealing 220% DEF as DMG. | Upgrade 1: DMG increased to 240% of DEF. / Upgrade 2: DMG increased to 260% of DEF. / Upgrade 3: DMG increased to 280% of DEF. / Upgrade 4: DMG increased to 300% of DEF. | This skill also has a 70% chance to knock down the enemy. Chance is based on ACC. | |
| Oisa | Skill 3 | Lifts a shield for increased DEF and immunity to control effects. Increases DEF to 70%. | Upgrade 1: While the shield is lifted, increases DEF to 80%. / Upgrade 2: While the shield is lifted, increases DEF to 90%. / Upgrade 3: While the shield is lifted, increases DEF to 100%. | Increases the defense of same row Ally by 20% for 5 seconds | |
| Oisa | Skill 4 | When affecting an enemy with CC, Oisa recharges her Shield and gains 32% damage reduction for 3s. | Upgrade 1: Damage reduction is increased to 36%. / Upgrade 2: Damage reduction is increased to 40%. / Upgrade 3: Damage reduction is increased to 44%. | The DMG reduction effect lasts for 2s longer. | |
| Oisa | Talent | Enhanced Ultimate Skill: The stun duration of Light of Heaven is increased to 3s. | Upgrade 1: Enhanced Shield of Light EX Skill: Increase the DEF of allies by 25% when receiving the shield. / Upgrade 2: Enhanced Shield of Light Skill: Enemies that inflict DMG on allies affected by the shield have a 25% chance to be stunned for 2s. Each enemy can only be stunned once. Chance is based on ACC. / Upgrade 3: Each time Oisa applies CC to an enemy during battle, she gains 6% damage reduction, stacking up to 10 times. | — | |
| Omar | Skill 1 | Omar summons two bombers to carpet bomb the area, dealing 240% ATK DMG to all enemies in the area. | Upgrade 1: DMG dealt increased to 270% of ATK. / Upgrade 2: DMG dealt increased to 300% of ATK. / Upgrade 3: DMG dealt increased to 330% of ATK. / Upgrade 4: DMG dealt increased to 360% of ATK. | DMG Dealt by this Skill is increased by 30% | |
| Omar | Skill 2 | The user fires a scorching missile at the target enemy that explodes over their head, scattering shells that inflict 150% of ATK as DMG to enemies within the area. | Upgrade 1: DMG is increased to 165% of ATK. / Upgrade 2: DMG is increased to 180% of ATK. / Upgrade 3: DMG is increased to 195% of ATK. / Upgrade 4: DMG is increased to 210% of ATK. | The flame left on the ground of the explosion area will deal 80% ATK DMG per sec to enemies within range, lasting for 4 sec. | |
| Omar | Skill 3 | The caster fires an explosive shell at the target enemy that explodes upon impact, dealing 150% ATK DMG on the target and all enemies within a small area. | Upgrade 1: DMG dealt is increased to 165% of ATK. / Upgrade 2: DMG dealt is increased to 180% of ATK. / Upgrade 3: DMG dealt is increased to 195% of ATK. | Damage inflicted is increased by 13%. | |
| Omar | Skill 4 | When Omar inflicts skill DMG to an enemy, he gains a Shield equal to 61% of ATK. When this Shield is in effect, Omar inflicts Burn on any enemy hit. Burn: Increase DMG taken from Omar by 5% for 10s (stacks up to 3 times). | Upgrade 1: Shield increased to 67% of ATK. / Upgrade 2: Shield increased to 73% of ATK. / Upgrade 3: Shield increased to 80% of ATK. | The stacking limit of the Burn effect is increased to 4 stacks. | |
| Omar | Talent | Saturation Bombing inflicts bonus DMG depending on how few targets it has (up to 14% ). | Upgrade 1: Max bonus DMG of Saturation Bombing is increased up to 23%. / Upgrade 2: Max bonus DMG of Saturation Bombing is increased up to 37%. / Upgrade 3: Max bonus DMG of Saturation Bombing is increased up to 55%. | — | |
| Techi | Skill 1 | Casts a healing ray that heals the target hero, instantly restoring 500% ATK DMG to the target. For the next 5 secs, restores the target's HP by 60% of ATK per sec. | Upgrade 1: The healing effect per sec is increased to 80% of ATK. | — | |
| Techi | Skill 2 | Casts a Healing Chain on a friendly hero with the lowest amount of HP. Healing increases when Fixabot comes closer to the target ally. Healing is between 200% - 300% ATK. | Upgrade 1: Increases HP recovery cap to 320% of ATK. / Upgrade 2: Increases HP recovery cap to 350% of ATK. | — | |
| Techi | Skill 3 | Increase DEF of front-row allies by 10% , and increases ATK of back-row allies by 10% for 10 secs. | Upgrade 1: Increases the extra ATK and DEF to 15%. | — | |
| Techi | Skill 4 | Casts a Healing Chain on a friendly hero with the lowest amount of HP. Healing increases when Fixabot comes closer to the target ally. Healing is between 200% - 300% ATK. | Upgrade 1: Increases HP recovery cap to 320% of ATK. / Upgrade 2: Increases HP recovery cap to 350% of ATK. | — | |
| Techi | Talent | Casts a healing ray that heals the target hero, instantly restoring 500% ATK DMG to the target. For the next 5 secs, restores the target's HP by 60% of ATK per sec. | Upgrade 1: The healing effect per sec is increased to 80% of ATK. | — | |
| Orn | Skill 1 | Launches missiles at the selected area, dealing 215% DMG. | Upgrade 1: DMG caused an increased to 230% of ATK. / Upgrade 2: DMG caused an increased to 245% of ATK. / Upgrade 3: DMG caused an increased to 260% of ATK. / Upgrade 4: DMG caused an increased to 275% of ATK. | Launch more powerful missiles. Increase damage dealt by 15% and expand the missiles' attacking range. | |
| Orn | Skill 2 | The high-explosive bullet explodes after hitting the enemy, causing DMG equal to 110% of the Steel Giant's ATK in a fan-shaped area, and knocking back the enemy. | Upgrade 1: DMG dealt is increased to 120% of ATK. / Upgrade 2: DMG dealt is increased to 130% of ATK. / Upgrade 3: DMG dealt is increased to 140% of ATK. | The cooling time of High Explosive bullets in battle is permanently reduced by 1 seconds. | |
| Orn | Skill 3 | Launches 2 mines around the target enemy. When an enemy detonates a mine, they receive 135% ATK DMG. If the mine isn't detonated after a while, they will search for enemies automatically and deal DMG to them. If an enemy is damaged by multiple mines, the mine DMG they take is decreased to 70%. | Upgrade 1: DMG increased to 145% of ATK. / Upgrade 2: DMG increased to 155% of ATK. / Upgrade 3: DMG increased to 165% of ATK. / Upgrade 4: DMG increased to 175% of ATK. | Increase the number of mines launched to 3. | |
| Orn | Skill 4 | When the Steel Giant casts its skills 3 times, it enters a Overheat State, increasing its ATK by 40% for 8 secs. | Upgrade 1: ATK increased to 43%. / Upgrade 2: ATK increased to 47%. / Upgrade 3: ATK increased to 51%. | For every 3 Skills cast, Orn plants 1 mine around. | |
| Orn | Talent | Steel Giant's Talent | 0.2% of total DMG is added to the caster's DMG, up to a maximum of 5.5%. | Upgrade 1: 0.4% of total DMG is added to the caster's DMG, up to a maximum of 9%. / Upgrade 2: 0.6% of total DMG is added to the caster's DMG, up to a maximum of 15.5%. / Upgrade 3: 0.9% of total DMG is added to the caster's DMG, up to a maximum of 22.5%. | — |
| Randall | Skill 1 | Phantom Assassin summons a 8 -second shadow near the target; commands all the shadows on the battlefield to strike the enemy, each shadow causing 252% damage. After the strikes, cooldown time of Phantom Assassin will be reset. | Upgrade 1: Increases the DMG of the shadow's strike to 277% of ATK. / Upgrade 2: Increases the DMG of the shadow's strike to 302% of ATK. / Upgrade 3: Increases the DMG of the shadow's strike to 327% of ATK. / Upgrade 4: Increases the DMG of the shadow's strike to 352% of ATK. | Each shadow deals 80% attack damage to enemies on its strike path. | |
| Randall | Skill 2 | Teleports to swap positions with the shadow attached to an enemy farthest away from them, then strikes with all the shadows on the battlefield at the same time, causing 188% ATK as DMG to surrounding areas. | Upgrade 1: DMG increased to 205% of ATK. / Upgrade 2: DMG increased to 222% of ATK. / Upgrade 3: DMG increased to 239% of ATK. / Upgrade 4: DMG increased to 256% of ATK. | Flash Cut is upgraded, it will now cut twice in a row, and the second cut will deal with a fixed 40% ATK as DMG. | |
| Randall | Skill 3 | Summons a Shadow that can exist for 15 secs near the farthest enemy without a Shadow. When summoning a new Shadow, the old ones disappear. The Shadows cannot be targeted and will copy Randall's skills. If several identical skills hit the same target, there is a 30% DMG REDUC for these skills. Passive: During battle, if an attack damages Randall by 20% of his max HP, he can consume 200 Energy to nullify the attack. After the effect is triggered 2 times in a row, it cannot be triggered again for 25 secs. | Upgrade 1: DMG Immunity is triggered when DMG equal to 18% max HP is taken. / Upgrade 2: DMG Immunity is triggered when DMG equal to 16% max HP is taken. / Upgrade 3: DMG Immunity is triggered when DMG equal to 14% max HP is taken. | Each instance of damage immunity reduces energy by 150 points. Can trigger passively once per 20s. | |
| Randall | Skill 4 | Phantom Assassin and his shadow threw a row of daggers into the front fan-shaped area, causing 18 8% damage to the enemy. Every time a shadow casts this skill to hit an enemy on the battlefield, it will increase 8% attack power to the Phantom Assassin, for 6 seconds. | Upgrade 1: DMG increased to 205% of ATK. / Upgrade 2: DMG increased to 222% of ATK. / Upgrade 3: DMG increased to 239% of ATK. | Each time a Shadow on the battlefield hits an enemy with a skill, Randall gains 1.5% ATK for 6s, stacking up to 4 times. | |
| Randall | Talent | At the beginning of the battle, Randall and his same-row allies shall have their ATK increased by 9%. After 10s, the increased ATK buff will be reduced by 1% every second. | Upgrade 1: The ATK buff gained at the beginning of the battle shall be increased to 14%. / Upgrade 2: The ATK buff gained at the beginning of the battle shall be increased to 17%. For every enemy hit by the Shadows' Skills, Randall shall gain an additional 2% ATK for 6s. This effect stacks up to maximum of 3 times. / Upgrade 3: The ATK buff gained at the beginning of the battle shall be increased to 22%. The ATK buff provided by Randall's Shadows shall be increased to 4% each stack. | — | |
| Rez | Skill 1 | Rez injects stimulants into the ally to restore the target ally's energy to the upper limit. The more energy the teammates recover, the more energy he consumes. At least 500 energy will be consumed. Rez will firstly select same-row ally , target changing to the ally with highest attack when same-row ally is out of his range. | Upgrade 1: Lowest energy cost is reduced to 450. / Upgrade 2: Lowest energy cost is reduced to 400. / Upgrade 3: Lowest energy cost is reduced to 350. / Upgrade 4: Lowest energy cost is reduced to 300. | After energy is restored, the target ally also increases ATK by 25% for 4 seconds. | |
| Rez | Skill 2 | Throws a biological grenade at the nearest enemy, dealing 150% ATK DMG to enemies within range, and decreasing the enemy's energy by 60 points. | Upgrade 1: Enemy's lost energy increases to 80 points. / Upgrade 2: Enemy's lost energy increases to 100 points. / Upgrade 3: Enemy's lost energy increases to 120 points. / Upgrade 4: Enemy's lost energy increases to 160 points. | Reducing 20% of the emeies' energy recovering over 5 seconds. | |
| Rez | Skill 3 | Vaccinates an ally, increasing their SPD by 20% for 7 secs. Prioritises allies in the same row. If there are no same-row allies within range, the ally with the highest ATK will be the target. | Upgrade 1: SPD buff increased to 25%. / Upgrade 2: SPD buff increased to 30%. / Upgrade 3: SPD buff increased to 40%. | At the same time, increase the caster's Speed by 5% for 7 seconds. | |
| Rez | Skill 4 | Every 5s, Rez rolls and charges towards the flank and shoots a target of same-row allies 1 time, dealing 160% ATK as DMG. While rolling, Rez dispels all debuffs and becomes immune to DMG. If there are no same-row allies, he attacks the targets of the ally with the highest ATK instead. | Upgrade 1: DMG increased to 176% of ATK. / Upgrade 2: DMG increased to 194% of ATK. / Upgrade 3: DMG increased to 213% of ATK. | Rez reduces the enemy's DEF by 15% for 3s when shooting. | |
| Rez | Talent | Talent | When an Ultimate Skill is cast for the first time, the user shall recover 40 Energy Points per second for 10s. | Upgrade 1: When an Ultimate Skill is cast for the first time, the user shall recover 60 Energy Points immediately. / Upgrade 2: After that, each time an Ultimate Skill is cast, a teammate will have their SPD increased by 13% for 6 sec. / Upgrade 3: After that, a teammate shall have their SPD increased by 30% for 6s each time an Ultimate Skill is cast. | — |
| Khalazza | Skill 1 | The user's ATK will be increased by 100% and an additional doppelganger will be summoned. Up to three doppelgangers may be summoned at the same time and they will materialise onto the battlefield for 8s. Doppelgangers shall inherit 100% of Khalazza's stats and MAX HP, but take on 200% more damage from the enemies. | Upgrade 1: The doppelganger materialisation lasts for 10 secs. / Upgrade 2: The doppelganger materialisation lasts for 12 secs. / Upgrade 3: The doppelganger materialisation lasts for 14 secs. / Upgrade 4: The doppelganger materialisation lasts for 16 secs. | Summon a doppleganger while increasing your critical strike rate by 15% for 8 seconds. | |
| Khalazza | Skill 2 | Fires a burning warhead at the target, dealing 200% ATK DMG. Sets an enemy on fire, dealing 10% ATK DMG per sec for 6 secs. | Upgrade 1: DMG dealt is increased to 220% of ATK. / Upgrade 2: DMG dealt is increased to 240% of ATK. / Upgrade 3: DMG dealt is increased to 260% of ATK. | When Khalazza's basic attack makes a critical hit to ignited enemies, it will deal an additional 8% ATK damage. | |
| Khalazza | Skill 3 | Every 6s, when a normal attack deals critical damage, a doppleganger is created next to Khalazza for 15 seconds. There can only be 1 doppleganger on the battlefield at the same time. The doppelganger inherits Khalazza's CRIT RATE and 40% of their damage, but can only perform basic attacks, prioritizing Khalazza's targets. The doppelganger immediately dies on receiving damage. | Upgrade 1: The doppelganger inherits 45% of the Raider's ATK. / Upgrade 2: The doppelganger inherits 50% of the Raider's ATK. / Upgrade 3: The doppelganger inherits 55% of the Raider's ATK. / Upgrade 4: The doppelganger inherits 60% of the Raider's ATK. | The limit of existing Doppelgangers is increased to 2. | |
| Khalazza | Skill 4 | Raider increases their CRIT RATE by 2% each time they make a basic attack, which is stackable. When a critical strike is triggered, the buff is removed. | Upgrade 1: CRIT RATE is increased to 3% each time they make a basic attack, stackable. / Upgrade 2: CRIT RATE is increased to 4% each time they make a basic attack, stackable. / Upgrade 3: CRIT RATE is increased to 5% each time they make a basic attack, stackable. | Increase the effect of the CRIT RATE Bonus caused by basic attacks by 10% | |
| Khalazza | Talent | Ranger EW | The CRIT RATE buff provided by the "Fatal Injury" will no longer be removed. | Upgrade 1: Khalazza shall gain an additional 8% CRIT DMG. / Upgrade 2: The CRIT DMG buff shall be increased to 16%. / Upgrade 3: The limit of the Mirror Images shall be increased to 3. | — |
| Bailey Hudson | Skill 1 | Inflicts two slashes on all enemies in a small area, dealing 180% ATK DMG. During the slashing period, Bailey Hudson is immune to all DMG and debuffs. Iaijutsu (Passive): After 1 sec when there are no enemies within close range, Bailey Hudson enters Assassination state, and cannot be located by the enemy. Assassination state lasts until it's removed after one attack. Assassination : Cannot be selected as a skill target by the enemy. | Upgrade 1: DMG dealt is increased to 198% of ATK. / Upgrade 2: DMG dealt is increased to 218% of ATK. / Upgrade 3: DMG dealt is increased to 240% of ATK. / Upgrade 4: DMG dealt is increased to 260% of ATK. | In the Assassination state, the damage dealt is increased by 22%. | |
| Bailey Hudson | Skill 2 | During the battle, Bailey Hudson does not move. Every 15s, Bailey Hudson marks the enemy with the lowest HP. The marked enemy will take 8% more DMG. 1 sec after casting the mark, Bailey Hudson will Teleport behind the enemy and attack them. At the start of the battle, Bailey Hudson casts a mark once, and there can only be one marked enemy on the battlefield at once. The mark can be stacked up to 3 times. | Upgrade 1: Marked enemy takes 9% more DMG. / Upgrade 2: Marked enemy takes 10% more DMG. / Upgrade 3: Marked enemy takes 11% more DMG. / Upgrade 4: Marked enemy takes 12% more DMG. | Every time Bailey Hudson casts "Track", ATK increases by 8%, which lasts until the end of the battle, with a maximum increase of 40% ATK. | |
| Bailey Hudson | Skill 3 | Bailey Hudson hits the target with a fatal blow, causing 360% ATK DMG. Each time Bailey Hudson flashes, the CD of this skill is cleared. | Upgrade 1: DMG dealt is increased to 390% of ATK. / Upgrade 2: DMG dealt is increased to 420% of ATK. / Upgrade 3: DMG dealt is increased to 450% of ATK. | When killing an enemy, the damage dealt this time has a 10% lifesteal. | |
| Bailey Hudson | Skill 4 | When Bailey Hudson attacks the same enemy, each attack increases his CRIT RATE by 5% and CRIT DMG by 10%, up to 15% CRIT RATE and 30% CRIT DMG. However, when Bailey Hudson changes his target, the increased CRIT RATE and CRIT DMG will be removed, and Shadowless Slash will not trigger this effect. Track will refresh immediately when the target marked by Track dies or Bailey Hudson enters Assassination state. Every time Bailey Hudson loses 30% HP, he will trigger Hidden once, up to 2 times per battle. Hidden : Bailey Hudson escapes from the combat area, Teleports to a safe position on the edge of the battlefield, and gains 15% lifesteal for 5s. | Upgrade 1: Lifesteal obtained by Hidden increased to 20%. / Upgrade 2: Lifesteal obtained by Hidden increased to 25%. / Upgrade 3: Lifesteal obtained by Hidden increased to 30%. | Increased crit rate and crit DMG are reduced by 2 stacks when switching targets. | |
| Bailey Hudson | Talent | Tengu Exclusive equipment | When Bailey Hudson's HP drops below 30% for the first time, he gains Assassination for 3s. This effect continues even after an attack. | Upgrade 1: The duration of Assassination is increased to 4s. When Bailey Hudson inflicts damage to an enemy with lower ATK, he inflicts True DMG equal to 32% of ATK. / Upgrade 2: The duration of Assassination is increased to 5s. / Upgrade 3: The duration of Assassination is increased to 7s. When Bailey Hudson inflicts damage to an enemy with lower ATK, he inflicts True DMG equal to 64% of ATK. | — |
| Emma | Skill 1 | Emma fires violently at the target enemy for 3s. When shooting, Emma will fire at least 6 crossbow arrows, with each arrow inflicting DMG equal to 210% of ATK. Emma fires an additional normal crossbow arrow for every 200 points of bonus AS, up to a total of 11 arrows.This skill can trigger basic attack effects. | Upgrade 1: DMG is increased to 230%. / Upgrade 2: DMG is increased to 250%. / Upgrade 3: DMG is increased to 270%. / Upgrade 4: DMG is increased to 290%. | When violent fire ends, Emma shoots an additional giant crossbow arrow at the enemy, inflicting DMG equal to 500% of ATK. | |
| Emma | Skill 2 | Emma plants a bomb on the enemy that explodes after 8s, inflicting 570% ATK DMG. Each attack from Emma increases bomb DMG by 10%, stacking up to 4 times. | Upgrade 1: DMG is increased to 620%. / Upgrade 2: DMG is increased to 670%. / Upgrade 3: DMG is increased to 720%. / Upgrade 4: DMG is increased to 770%. | When "Arrow Rain" hits an enemy, bombs are fully stacked and immediately detonated. | |
| Emma | Skill 3 | Emma activates her weapon for 6s, during which each basic attack inflicts an additional 200% ATK DMG. DMG inflicted by Emma during this time cannot Crit. | Upgrade 1: Additional DMG increased to 215%. / Upgrade 2: Additional DMG increased to 230%. / Upgrade 3: Additional DMG increased to 245%. | During the duration of weapon activation, Emma gains 250 points AS. | |
| Emma | Skill 4 | Emma's basic attacks and "Arrow Rain" skill have an 16% chance to inflict Stun for 0.2s. When Emma's ACC reaches 20 points, the duration of stun is increased to 0.3 seconds. When Emma's ACC reaches 60 points, the duration of stun is increased to 0.4 seconds. | Upgrade 1: Increase the chance of stunning targets by 18%. / Upgrade 2: Increase the chance of stunning targets by 20%. / Upgrade 3: Increase the chance of stunning targets by 22%. | When Emma's ACC reaches 100 points, her Mini Bombs inflict 15% bonus DMG. | |
| Emma | Talent | Marksmanship | The weapon activation duration is increased by 2s. | Upgrade 1: Mini Bombs detonated immediately after reaching 4 stacks. / Upgrade 2: Mini Bombs instantly refresh skill cooldowns when they explode. / Upgrade 3: During the duration of weapon activation, each of Emma's basic attacks and the "Arrow Rain" skill have a 50% chance to extend the duration of weapon activation by 1s. When Emma casts the "Weapon Activation" skill again during the weapon activation duration, the skill is cast immediately and the duration will be refreshed. | — |
| Azena | Skill 1 | Azena deploys the Holy Butterfly Cannon and fires a total of 6 salvos at the target enemy, with each salvo inflicting 240% ATK as DMG.This skill can trigger basic attack effects. | Upgrade 1: Each instance of DMG is increased to 260% of ATK. / Upgrade 2: Each instance of DMG is increased to 280% of ATK. / Upgrade 3: Each instance of DMG is increased to 300% of ATK. / Upgrade 4: Each instance of DMG is increased to 320% of ATK. | When the salvo is completed, Azena will combine two cannons to launch a powerful bombardment at the enemy, inflicting 1000% ATK as DMG. | |
| Azena | Skill 2 | Azena prays to the Machine God, increasing the ATK of allies in the same row by 7% for 8s. | Upgrade 1: Increase the ATK of allies in the same row by 8%. / Upgrade 2: Increase the ATK of allies in the same row by 9%. / Upgrade 3: Increase the ATK of allies in the same row by 10%. / Upgrade 4: Increase the ATK of allies in the same row by 11%. | Increases the user's AS by 350 for 8s. | |
| Azena | Skill 3 | Azena overloads the Holy Butterfly Cannon, granting each attack bonus DMG equal to 130% of ATK for 10s. While overloaded, Azena cannot inflict critical damage. | Upgrade 1: Each attack gains 140% of ATK as bonus DMG. / Upgrade 2: Each attack gains 150% of ATK as bonus DMG. / Upgrade 3: Each attack gains 160% of ATK as bonus DMG. | Overload duration lasts for 5s longer. | |
| Azena | Skill 4 | At the start of the battle, Azena summons a mirror image of the Holy Butterfly Cannon that follows around allies in the same row and assists in their attacks. For the next 4 attacks, the cannon launches a lightspeed bullet that inflicts 300% ATK as DMG. When Azena gains bonus AS, the number of lightspeed bullets fired by the cannon increases. AS Bonus: When 300-599, the cannon fires 2 lightspeed bullets. AS Bonus: When 600+, the cannon fires 3 Lightspeed bullets. If there is no ally in the same row or when an ally in the same row is killed, Azena switches the Holy Butterfly Cannon target to an ally on the battlefield with the highest ATK. | Upgrade 1: Increase the damage of Lightspeed bullets to 330% of ATK. / Upgrade 2: Increase the damage of Lightspeed bullets to 360% of ATK. / Upgrade 3: Increase the damage of Lightspeed bullets to 390% of ATK. | Each time the Holy Butterfly Cannon engages in a joint attack, permanently increase the ATK of Azena and her ally by 2%, up to a maximum of 10%. | |
| Azena | Talent | Talent | "Machine God's Prayer" Skill Enhancement: Azena also gains an equal amount of ATK for 8s. | Upgrade 1: "Cannon Salvo" Enhanced: When cast, this skill immediately triggers a passive joint attack with "Auto Search". / Upgrade 2: "Auto Search" Enhanced: The trigger condition for joint attacks is reduced to every 3 basic attacks. / Upgrade 3: "Auto Search" Enhanced: Bullets fired by the Holy Butterfly Cannon in a joint attack also apply DMG equal to 180% of the ally's ATK. | — |
| Guan Yu | Skill 1 | Guan Yu leaps high and charges to heavy cleave any enemies in front of him, inflicting 1000% DEF as DMG. | Upgrade 1: Damage increased to 1100% of DEF. / Upgrade 2: Damage increased to 1200% of DEF. / Upgrade 3: Damage increased to 1300% of DEF. / Upgrade 4: Damage increased to 1400% of DEF. | This skill inflicts 20% bonus DMG for each stack of Bleed on the target. | |
| Guan Yu | Skill 2 | Guan Yu stomps on the ground, inflicting 220% DEF as DMG to enemies in a fan-shaped frontal area, then shoving them in front. | Upgrade 1: Damage increased to 240% of DEF. / Upgrade 2: Damage increased to 260% of DEF. / Upgrade 3: Damage increased to 280% of DEF. / Upgrade 4: Damage increased to 300% of DEF. | Enemies hit lose 20% DEF for 5s. | |
| Guan Yu | Skill 3 | Guan Yu swings his blade in a circle, inflicting 190% DEF as DMG to surrounding enemies.And increase own damage reduction by 20% for 6 seconds. | Upgrade 1: Damage increased to 200% of DEF. / Upgrade 2: Damage increased to 210% of DEF. / Upgrade 3: Damage increased to 220% of DEF. | Each enemy hit heals Guan Yu for 150% of DEF. | |
| Guan Yu | Skill 4 | Guan Yu's attacks cause Bleed, which inflicts 10% DEF as DMG per second for 5s, stacking up to 5 times. | Upgrade 1: The DMG of Bleed is increased to 11% of DEF. / Upgrade 2: The DMG of Bleed is increased to 12% of DEF. / Upgrade 3: The DMG of Bleed is increased to 13% of DEF. | The DMG to Bleeding targets is increased by 7%. | |
| Guan Yu | Talent | Crescent Blade | When killing an enemy with an Ultimate Skill, all Energy is restored immediately. This effect can only be triggered once per battle. | Upgrade 1: Warrior Legend Skill Enhanced: The duration of Bleed is increased by 5s, and the max stacks is increased by 3. / Upgrade 2: Warrior Legend Skill Enhanced: When landing a critical strike, add another stack of Bleed to the target. / Upgrade 3: When killing an enemy with an Ultimate Skill, all Energy is restored immediately. This effect can trigger any amount of times in a battle. | — |
| Old John | Skill 1 | Old John fires 3 shotgun rounds in the target direction. The first shot that hits each target inflicts 320% ATK as DMG, and each subsequent shot inflicts half DMG. All shots have a knockback effect. He then gains Full Concentration, replacing every basic attack with a "Heavy Round" for 5s. | Upgrade 1: Damage inflicted by the first shotgun round is increased to 360% of ATK. / Upgrade 2: Damage inflicted by the first shotgun round is increased to 400% of ATK. / Upgrade 3: Damage inflicted by the first shotgun round is increased to 440% of ATK. / Upgrade 4: Damage inflicted by the first shotgun round is increased to 480% of ATK. | For every 200 bonus AS, Old John fires 2 additional shotgun round, up to a maximum of 4. | |
| Old John | Skill 2 | For every 3 basic attack, the user's next basic attack becomes a "Heavy Round", which inflicts 250% ATK as DMG to the nearest enemy. | Upgrade 1: Damage inflicted is increased to 275% of ATK. / Upgrade 2: Damage inflicted is increased to 300% of ATK. / Upgrade 3: Damage inflicted is increased to 325% of ATK. | Heavy rounds knock back the enemy and significantly reduce SPD for a short period of time. | |
| Old John | Skill 3 | The user throws a smoke bomb, inflicting DMG to enemies within 2.5m equal to 190% of ATK. Enemies caught in the smoke lose 80% SPD for 3s. | Upgrade 1: Damage inflicted is increased to 210% of ATK. / Upgrade 2: Damage inflicted is increased to 230% of ATK. / Upgrade 3: Damage inflicted is increased to 250% of ATK. / Upgrade 4: Damage inflicted is increased to 270% of ATK. | Increases the radius of the Smoke Bomb by 1.5m. | |
| Old John | Skill 4 | When Old John receives a fatal injury, he instead recovers 800% ATK of HP, then immediately moves next to an ally in the back row. This effect can trigger 1 time(s) per battle. | Upgrade 1: HP recovery increased to 880% of ATK. / Upgrade 2: HP recovery increased to 960% of ATK. / Upgrade 3: HP recovery increased to 1040% of ATK. | Throws a smoke grenade in their location before moving. | |
| Old John | Talent | Talent | "Scatter the Weak" Enhanced: DMG inflicted by "Heavy Round" is converted to True DMG. | Upgrade 1: Ultimate Skill Enhancement: The duration of Full Concentration is increased by 3s. / Upgrade 2: "Cunning" Enhanced: Recover 600 Energy when triggered. / Upgrade 3: "Smoke Bomb" Enhanced: The duration of smoke bomb is increased by 2s. | — |
| Daniel | Skill 1 | Daniel summons a Dire Bear to smash down at the target location, inflicting 200% ATK DMG to enemies within 2 m, and stunning them for 3.5 seconds. There can be up to 1 Dire Bear on the battlefield. Dire Bear: Inherit 100% of Daniel's ATK and DEF, and HP equal to 2600% of his ATK. Has 35% DMG reduction, 20% DMG bonus, 30% CRIT RATE, and 30% CRIT DMG. The Dire Bear lasts for 7.5s, cannot move, and can only use "EMP" to attack. EMP: The Dire Bear inflicts 120% ATK as DMG every 0.5s to all enemies within 2m, lasting for 2s. Cooldown: 1s. When enemies in the EMP area are attacked by summons, they receive 50% bonus DMG. | Upgrade 1: The Dire Bear has 110% of Daniel's ATK and DEF, and HP equal to 2900% of his ATK. / Upgrade 2: The Dire Bear has 120% of Daniel's ATK and DEF, and HP equal to 3200% of his ATK. / Upgrade 3: The Dire Bear has 130% of Daniel's ATK and DEF, and HP equal to 3500% of his ATK. / Upgrade 4: The Dire Bear has 140% of Daniel's ATK and DEF, and HP equal to 3800% of his ATK. | Increases the range by 1 meter for Electro Blast and Electromagnetic Pulse when the Stormbear lands and the Ultimate Dire Bear appears. | |
| Daniel | Skill 2 | Daniel summons an eagle to join the fight. If an eagle is already on the battlefield, using this skill again will cast "Heat Bomb" immediately. Eagle: Inherit 90% of Daniel's ATK and DEF, and HP equal to 400% of his ATK. Has 20% DMG bonus and 30% CRIT RATE. A long-ranged unit with the "Heat Bomb" skill. Heat Bomb: Inflict DMG equal to 250% of the Eagle's ATK to the target and all enemies within a surrounding radius of 3m. | Upgrade 1: The Eagle has 100% of Daniel's ATK and DEF, and HP equal to 440% of his ATK. / Upgrade 2: The Eagle has 110% of Daniel's ATK and DEF, and HP equal to 480% of his ATK. / Upgrade 3: The Eagle has 120% of Daniel's ATK and DEF, and HP equal to 520% of his ATK. / Upgrade 4: The Eagle has 130% of Daniel's ATK and DEF, and HP equal to 560% of his ATK. | Reduce the cooldown of the "Heat Bomb" skill by 2s. | |
| Daniel | Skill 3 | Daniel summons a jaguar to join the fight. Jaguar: Inherit 100% of Daniel's ATK and DEF, and HP equal to 1200% of his ATK. Has 30% DMG reduction, 20% basic attack DMG bonus, and 1000 bonus AS. Melee attack unit. If there is already a Jaguar on the battlefield, casting this skill will cause the Jaguar to explode, inflicting 400% ATK DMG to enemies within range. The user then summons another Jaguar next to them. | Upgrade 1: The Jaguar has 110% of Daniel's ATK and DEF, and HP equal to 1300% of his ATK. / Upgrade 2: The Jaguar has 120% of Daniel's ATK and DEF, and HP equal to 1400% of his ATK. / Upgrade 3: The Jaguar has 130% of Daniel's ATK and DEF, and HP equal to 1500% of his ATK. | When Daniel receives single DMG that exceeds 20% of Max HP, the Jaguar receives the DMG instead. | |
| Daniel | Skill 4 | When there are 4 or more than 4 summons on the battlefield at the same time, Daniel gains an aura: 1. When an enemy on the battlefield uses a displacement skill, reduce CRIT RATE and Treatment Rate by 30% for 5s. 2. Allied summons gain 13% ATK and DEF. The aura lasts until the end of the battle or Daniel's death. | Upgrade 1: CRIT RATE and Treatment Rate reduction is increased to 35%, while the ATK and DEF bonus of summons is increased to 14%. / Upgrade 2: CRIT RATE and Treatment Rate reduction is increased to 40%, while the ATK and DEF bonus of summons is increased to 15%. / Upgrade 3: CRIT RATE and Treatment Rate reduction is increased to 45%, while the ATK and DEF bonus of summons is increased to 16%. | Daniel's summons gain Threefold ATK and DEF bonuses. | |
| Daniel | Talent | Black Knight | Deploys an Eagle when entering the battlefield. | Upgrade 1: Once per battle, when there are 4 or more than 4 summons on the battlefield at the same time, the cooldown of Eagle and Jaguar summons is permanently reduced by 3s. / Upgrade 2: Ultimate Skill Enhancement: Stormbear's Electromagnetic Pulse and Ultimate Dire Bear's Electro Blast damage increases by 25%. Electromagnetic Pulse no longer has a CD. / Upgrade 3: Enhanced Ultimate Skill: The Dire Bear lasts 3s longer. | — |
| Falvea | Skill 1 | Emma fires violently at the target enemy for 3s. When shooting, Emma will fire at least 6 crossbow arrows, with each arrow inflicting DMG equal to 210% of ATK. Emma fires an additional normal crossbow arrow for every 200 points of bonus AS, up to a total of 11 arrows.This skill can trigger basic attack effects. | Upgrade 1: DMG is increased to 230%. / Upgrade 2: DMG is increased to 250%. / Upgrade 3: DMG is increased to 270%. / Upgrade 4: DMG is increased to 290%. | When violent fire ends, Emma shoots an additional giant crossbow arrow at the enemy, inflicting DMG equal to 500% of ATK. | |
| Falvea | Skill 2 | Emma plants a bomb on the enemy that explodes after 8s, inflicting 570% ATK DMG. Each attack from Emma increases bomb DMG by 10%, stacking up to 4 times. | Upgrade 1: DMG is increased to 620%. / Upgrade 2: DMG is increased to 670%. / Upgrade 3: DMG is increased to 720%. / Upgrade 4: DMG is increased to 770%. | When "Arrow Rain" hits an enemy, bombs are fully stacked and immediately detonated. | |
| Falvea | Skill 3 | Emma activates her weapon for 6s, during which each basic attack inflicts an additional 200% ATK DMG. DMG inflicted by Emma during this time cannot Crit. | Upgrade 1: Additional DMG increased to 215%. / Upgrade 2: Additional DMG increased to 230%. / Upgrade 3: Additional DMG increased to 245%. | During the duration of weapon activation, Emma gains 250 points AS. | |
| Falvea | Skill 4 | Emma's basic attacks and "Arrow Rain" skill have an 16% chance to inflict Stun for 0.2s. When Emma's ACC reaches 20 points, the duration of stun is increased to 0.3 seconds. When Emma's ACC reaches 60 points, the duration of stun is increased to 0.4 seconds. | Upgrade 1: Increase the chance of stunning targets by 18%. / Upgrade 2: Increase the chance of stunning targets by 20%. / Upgrade 3: Increase the chance of stunning targets by 22%. | When Emma's ACC reaches 100 points, her Mini Bombs inflict 15% bonus DMG. | |
| Falvea | Talent | Marksmanship | The weapon activation duration is increased by 2s. | Upgrade 1: Mini Bombs detonated immediately after reaching 4 stacks. / Upgrade 2: Mini Bombs instantly refresh skill cooldowns when they explode. / Upgrade 3: During the duration of weapon activation, each of Emma's basic attacks and the "Arrow Rain" skill have a 50% chance to extend the duration of weapon activation by 1s. When Emma casts the "Weapon Activation" skill again during the weapon activation duration, the skill is cast immediately and the duration will be refreshed. | — |
| Kain | Skill 1 | Kain calls for guided missile support to bombard the area, dealing damage equal to 190% of ATK. | Upgrade 1: Damage increased to 210%. / Upgrade 2: Damage increased to 230%. / Upgrade 3: Damage increased to 250%. / Upgrade 4: Damage increased to 270%. | An additional bomb hits the area, dealing damage equal to 120% of ATK. | |
| Kain | Skill 2 | Kain fires a special round at the nearest enemy in front of him, dealing damage equal to 140% to the target and all enemies in a 3m radius. It also reduces the cooldown of Demonic Bomb by 0.5 seconds upon scoring a critical hit. (Cooldown can be reduced by up to 3 seconds max) | Upgrade 1: Damage increased to 160%. / Upgrade 2: Damage increased to 180%. / Upgrade 3: Damage increased to 200%. | Crit Rate increased by 20%. | |
| Kain | Skill 3 | Kain throws a Demonic Bomb that explodes and deals damage equal to 68% of ATK. The Bomb bounces to nearby targets that were not hit by this skill, up to 4 times. Damage is reduced by 50% if a target has been already hit by a bomb. | Upgrade 1: Damage increased to 77%. / Upgrade 2: Damage increased to 86%. / Upgrade 3: Damage increased to 95%. / Upgrade 4: Damage increased to 104%. | Demonic Bomb now bounces up to 5 times. | |
| Kain | Skill 4 | Each time Kain hits an enemy, he adds a stack of "No Mercy" to himself. Each stack of "No Mercy" increases ATK by 0.8%, up to 20 times. | Upgrade 1: Each stack increases ATK by 0.9%. / Upgrade 2: Each stack increases ATK by 1%. / Upgrade 3: Each stack increases ATK by 1.1%. | Maximum number of layers increased to 30. | |
| Kain | Talent | Angel of Death | After use of Dead Guidance , Kain's other skills will deal 20% more damage for 10 seconds. | Upgrade 1: Each subsequent bounce of Demonic Bomb will deal 25% more damage. / Upgrade 2: After using Dead Guidance, immediately reduces cooldowns of Demonic Bomb and Wicked Explosion by 3 seconds. / Upgrade 3: Cooldown of Wicked Explosion has been permanently reduced by 1 second. | — |
| Ravenna | Skill 1 | Ravenna enters a frenzied state, temporarily increasing her skill DMG by 20% and rapidly casting 1 instance of Incendiary Grenade and 2 instances of Frenzied Shooting at the target area. | Upgrade 1: Skill DMG increased by 25%. / Upgrade 2: Skill DMG increased by 30%. / Upgrade 3: Skill DMG increased by 35%. / Upgrade 4: Skill DMG increased by 40%. | Metallic Frenzy Enhanced: Cast another instance of Frenzied Shooting. | |
| Ravenna | Skill 2 | Ravenna launches an incendiary grenade into the air. When the grenade explodes, it inflicts 63% ATK as DMG to all enemies in a 2m radius. The grenade inflicts Wound on all enemies, inflicting 10% ATK as DMG per second for 5s, stacking up to 3 times. | Upgrade 1: DMG is increased to 72%. / Upgrade 2: DMG is increased to 81%. / Upgrade 3: DMG is increased to 90%. / Upgrade 4: DMG is increased to 99%. | Increase the explosion radius of Incendiary Grenade by 1m. Any applied Wound inflicts 15% ATK as DMG per second and lasts for 7s. | |
| Ravenna | Skill 3 | Ravenna fires in a crazed manner in the direction of the target enemy, inflicting 90% ATK as DMG to enemies in a fan-shaped area ahead. When Frenzied Shooting hits an enemy affected by a "Defense Reduced" or "Wound" status effect, the rounds explode, inflicting an additional 110% ATK as DMG per status effect. | Upgrade 1: DMG is increased to 100%. / Upgrade 2: DMG is increased to 110%. / Upgrade 3: DMG is increased to 120%. | After casting the Frenzied Shooting skill 3 times, the next Incendiary Grenade fires 3 grenades. | |
| Ravenna | Skill 4 | Ravenna increases her Skill DMG by 2% each time she casts a skill, stacking up to 8 times.Each time one of Ravenna's allies casts a skill, increase Ravenna's Skill DMG by 0.3%, stacking up to 20 times. | Upgrade 1: When Ravenna casts a skill, increase Skill DMG by 2.5%, when teammate casts a skill, increase Skill DMG by 0.4% / Upgrade 2: When Ravenna casts a skill, increase Skill DMG by 3%, when teammate casts a skill, increase Skill DMG by 0.5% / Upgrade 3: When Ravenna casts a skill, increase Skill DMG by 3.5%, when teammate casts a skill, increase Skill DMG by 0.6% | Each time one of Ravenna's allies casts a skill, she gains double skill DMG, stacking up to 30 times. | |
| Ravenna | Talent | Talent | Frenzied Shooting Enhanced: When Ravenna and allies in the same row cast a skill, the cooldown of their next skill is reduced by 2s. | Upgrade 1: Metallic Frenzy Enhanced: When Ravenna is affected by Frenzy, she gains 10% Skill DMG. / Upgrade 2: Frenzied Shooting EX Enhanced: When Ravenna casts Frenzied Shooting 2 times, the next Incendiary Grenade is enhanced. / Upgrade 3: Tactical Study Enhanced: When Ravenna receives 10 stacks of Skill DMG enhancements from allies, permanently reduce the cooldown of all her common skills by 1s. When Ravenna receives 20 stacks, increase her Crit DMG by 10%. When Ravenna receives 30 stacks, permanently reduce the cooldown of all her common skills by another 1s. | — |
| Alistar | Skill 1 | Fires 8 crossbow bolts in a row at the current target, each bolt deals damage equal to 1000% of Alistar's ATK. If the target's HP is above 50%, this skill deals double damage. Passive Effect: All allied Basic Attacks deal 200% more damage. | Upgrade 1: Damage of each bolt increased to 1050% of ATK. / Upgrade 2: Damage of each bolt increased to 1100% of ATK. / Upgrade 3: Damage of each bolt increased to 1150% of ATK. / Upgrade 4: Damage of each bolt increased to 1200% of ATK. | This skill activates the Basic Attack effect. | |
| Alistar | Skill 2 | Places a beacon nearby. All allied heroes within the radius deal 32% more damage and gain 1 stacks of Light Barrier and 30 Energy every second for 5s. | Upgrade 1: Damage bonus effect increased to 34%. / Upgrade 2: Damage bonus effect increased to 36%. / Upgrade 3: Damage bonus effect increased to 38%. / Upgrade 4: Damage bonus effect increased to 40%. | Energy Regeneration per second increased to 50. | |
| Alistar | Skill 3 | Every 3 Basic Attacks from Alistar activates the effect: Increases Dodge Chance of the 2 allies with the highest ATK by 15%, stacking up to 3 times for 5s. (Prioritizes targets without this effect.) If triggered on Alistar, the effect is doubled. At the start of battle, gains HP equal to 4000% of ATK. | Upgrade 1: At the start of battle, gains HP equal to 4500% of ATK. / Upgrade 2: At the start of battle, gains HP equal to 5000% of ATK. / Upgrade 3: At the start of battle, gains HP equal to 5500% of ATK. | Duration of Dodge Bonus increased to 10s. | |
| Alistar | Skill 4 | Alistar’s attacks fire 2 bolts at once. When continuously attacking the same target, each hit increases the damage of the next by 3%. This effect stacks. Changing the attack target resets all stacks. | Upgrade 1: Increase to damage boost per hit raised to 4%. / Upgrade 2: Increase to damage boost per hit raised to 5%. / Upgrade 3: Increase to damage boost per hit raised to 6%. | Upon changing targets, only half of the accumulated effect is lost. | |
| Alistar | Talent | Talent | Ultimate Skill Enhancement: Auto-casts Energy Beacon before activation. | Upgrade 1: Energy Beacon Enhancement: Increases the effect radius. / Upgrade 2: Phantom Stride Enhancement: When triggered, additionally dispels Shield effects from the target. / Upgrade 3: Hunter's Focus Enhancement: When Alistar takes fatal damage, he ignores it and becomes invincible for 2s, restores 100% Max HP and 600 Energy, max 1 triggers per battle. | — |
| Pandemonium | Skill 1 | Pandemonium slams the ground, inflicting DMG equal to 16% of Max HP to all enemies within a straight line. Then enter Nuclear Magnetic Barrier Mode: Launch a nuclear magnetic shock every 0.5s, for a total of 4 times, inflicting 70% of base skill DMG.A single enemy target can be affected by one instance of Nuclear Magnetic Shock every 0.5s. | Upgrade 1: The damage dealt is increased to 18% of Max HP. / Upgrade 2: The damage dealt is increased to 20% of Max HP. / Upgrade 3: The damage dealt is increased to 22% of Max HP. / Upgrade 4: The damage dealt is increased to 24% of Max HP. | When this skill is cast, allied Tank heroes gain Nuclear Magnetic Barrier Mode. | |
| Pandemonium | Skill 2 | The user generates a shockwave, inflicting DMG equal to 7% of Max HP to all enemies around them. This skill cannot crit. | Upgrade 1: The damage dealt is increased to 8% of Max HP. / Upgrade 2: The damage dealt is increased to 9% of Max HP. / Upgrade 3: The damage dealt is increased to 10% of Max HP. / Upgrade 4: The damage dealt is increased to 11% of Max HP. | If the hit target is displaced, their current skill is interrupted. | |
| Pandemonium | Skill 3 | Pandemonium summons flames to his fist, then strikes the target violently, inflicting DMG equal to 16% of Max HP.Also, heal oneself for 10% of maximum HP. | Upgrade 1: The damage dealt is increased to 18% of Max HP. / Upgrade 2: The damage dealt is increased to 20% of Max HP. / Upgrade 3: The damage dealt is increased to 22% of Max HP. | The base chance of this skill being affected by Gravity Deflector is doubled. | |
| Pandemonium | Skill 4 | Pandemonium's skills all have a base 30% chance (affected by Pandemonium's accuracy) to knock down targets. At the start of battle, Pandemonium gains the "Damage Diversion" status: reduces all damage taken by 50% for 80 seconds. After the "Damage Diversion" ends, all of our heavy heroes deal permanent 40% increased damage. | Upgrade 1: The base chance of causing a knockdown is increased to 35%. / Upgrade 2: The base chance of causing a knockdown is increased to 40%. / Upgrade 3: The base chance of causing a knockdown is increased to 45%. | For every 2% damage reduction, Pandemonium takes 1% less melee damage, up to a maximum of 30% reduction. | |
| Pandemonium | Talent | Talent | Gravity Deflector Enhanced: For every 1.5% of Pandemonium's damage reduction, skill DMG is increased by 1%. | Upgrade 1: Nuclear Magnetic Shock Enhanced: Inflicted DMG resolves immediately and cannot be delayed. / Upgrade 2: Searing Fist Enhanced: When attacking a target with a shield, the CD of this skill is refreshed immediately. / Upgrade 3: Ultimate Skill Enhancement: The number of nuclear magnetic shocks affecting allied Tank Heroes is increased by 2. | — |
| Miranda | Skill 1 | Radiant Field | Miranda deploys a defensive field in the target area that lasts for 7 seconds. When activated, friendly heroes within the field gain a shield equal to 21% of Miranda's maximum health. Friendly heroes within the field also take 30% reduced damage from attacks originating outside the field. | Upgrade 1: Shield increased to 23% of Miranda's Max HP. / Upgrade 2: Shield increased to 25% of Miranda's Max HP. / Upgrade 3: Shield increased to 27% of Miranda's Max HP. / Upgrade 4: Shield increased to 29% of Miranda's Max HP. | Each time an Energy or Hunter Hero in the Defense Field deals damage by using skills, deal additional True Damage equal to 100% of ATK. |
| Miranda | Skill 2 | Tissue Repair | Miranda applies regeneration on 2 teammates with the lowest HP, healing them by 7% of Miranda's Max HP. | Upgrade 1: Regeneration increased to 8% of Miranda's Max HP. / Upgrade 2: Regeneration increased to 9% of Miranda's Max HP. / Upgrade 3: Regeneration increased to 10% of Miranda's Max HP. / Upgrade 4: Regeneration increased to 11% of Miranda's Max HP. | This skill has a 40% base chance (affected by Miranda's accuracy) to regenerate 50% more HP. |
| Miranda | Skill 3 | Gamma Ray | Miranda commands her companion Artemis-550 to deal 20% of Miranda's Max HP as DMG to the nearest enemy. | Upgrade 1: Damage increased to 22% of Miranda's Max HP. / Upgrade 2: Damage increased to 24% of Miranda's Max HP. / Upgrade 3: Damage increased to 26% of Miranda's Max HP. | Has a 40% base chance (affected by Miranda's accuracy) to reduce the target's DMG by 30% for 5 seconds. |
| Miranda | Skill 4 | Compound of Life | At the beginning of the battle, injects 1 ally Hero with a compound that increases their ATK by 16%, prioritizing Heroes with the highest ATK. If the injected hero dies, they will enter the "Suspended Death" state, where they regain all HP and become invincible, gaining 600 Energy, and dying immediately after 3 seconds. | Upgrade 1: Bonus ATK increased to 18%. / Upgrade 2: Bonus ATK increased to 20%. / Upgrade 3: Bonus ATK increased to 22%. | Hero DMG increases by 20% for 3 seconds while they are in "Suspended Death" state. |
| Miranda | Talent | Talent | Ultimate Skill Enhancement: When Miranda Accuracy reaches 150, at the beginning of the battle she will automatically unleash a free Ultimate Skill on the back row. | Upgrade 1: Tissue Repair Enhancement: The number of targets is increased by 1. / Upgrade 2: Gamma Ray Enhancement: Has 40% base chance (affected by Miranda's Accuracy) to increase the Damage received by the target by 20% for 5 seconds. / Upgrade 3: Compound of Life Enhancement: When Miranda's Accuracy reaches 150, an extra teammate with the highest ATK will be selected for the compound injection. | — |
| Dorally | Skill 1 | Dorally summons Doragon in the selected area. Doragon inherits 100% ATK, 100% DEF, and 340% HP, has 40% DMG reduction, does not inherit other stats, and cannot be affected by CC Skills. Doragon gains the Ultimate: Cleave. If Doragon is already on the battlefield, Dorally heals them for 100% of HP and restores 300 of their Energy instead. Cleave: Launches nearby targets in the air and deals DMG equal to 15% of Doragon's Max HP. Doragon is a Large Summon and counts as 3 units. | Upgrade 1: Inherited HP is increased to 380%. / Upgrade 2: Inherited HP is increased to 420%. / Upgrade 3: Inherited HP is increased to 460%. / Upgrade 4: Inherited HP is increased to 500%. | Doraggon's Ultimate Skill stuns targets for 2s after Launching them in the air. | |
| Dorally | Skill 2 | Dorally ignites an enemy with a fiery spark for 5 seconds, dealing damage equal to 11% of their Max HP. | Upgrade 1: Damage increased to 12% of Max HP. / Upgrade 2: Damage increased to 13% of Max HP. / Upgrade 3: Damage increased to 14% of Max HP. / Upgrade 4: Damage increased to 15% of Max HP. | Simultaneously, Doraggon's next Basic Attack will inflict additional damage equal to 10% of Doraggon's Max HP. | |
| Dorally | Skill 3 | Dorally and Doraggon receive a shield equal to 14% of their Max HP, lasts for 6s. | Upgrade 1: Shield is increased to 16% of their Max HP. / Upgrade 2: Shield is increased to 18% of their Max HP. / Upgrade 3: Shield is increased to 20% of their Max HP. | If HP is below 50%, then additionally gains an amount of shield equal to 15% of his Max HP. | |
| Dorally | Skill 4 | When Dorally is on the battlefield, allied Summoner Heroes and Summons deal 40% bonus DMG. Summoner Heroes also take 29% reduced DMG from Ultimates. If there are at least 3 Summoner Heroes in the team, then at the beginning of the battle, Dorally will teleport to the back row of the team. | Upgrade 1: Increase DMG reduction to 32%. / Upgrade 2: Increase DMG reduction to 35%. / Upgrade 3: Increase DMG reduction to 38%. | After unlocking Mech Partner, Dorally enters the battlefield with Doraggon. | |
| Dorally | Talent | Ultimate Skill Enhancement: Upon summoning, Doraggon has 600 starting Energy. | Upgrade 1: Pyromania Enhanced: The ignited target takes 15% bonus DMG from Summoner heroes and Summons. / Upgrade 2: Dynamic Shield Enhancement: An allied Summoner Hero gains a shield equal to 25% of Dorally's Max HP. / Upgrade 3: Mechanical Heart Enhancement: When Doraggon dies, Dorally instantly gains 400 Energy. | — | |
| Dominic | Skill 1 | Dominic throws a shuriken at the target, dealing Damage equal to 800% of ATK and applying a mark: When Dominic attacks, he prioritizes the marked target, lasts for 5s. When the mark disappears, it explodes, dealing damage equal to 100% of ATK plus an additional 17% of the Critical Damage received during the mark's duration. The maximum Damage cannot exceed 7000% of Dominic's ATK. There can only be 1 marked target at a time. This skill has no range restrictions, prioritizing the target hero with the lowest HP. | Upgrade 1: Damage increased to 900% of ATK. / Upgrade 2: Damage increased to 1000% of ATK. / Upgrade 3: Damage increased to 1100% of ATK. / Upgrade 4: Damage increased to 1200% of ATK. | When Shuriken hits an enemy, Shuriken returns, followed by Dominic's next three basic attacks with maximum Attack Speed. | |
| Dominic | Skill 2 | Dominic deals 3 quick attacks to nearby targets, each attack deals damage equal to 210% of ATK, prioritizing the marked target. If no targets are marked, attacks various random targets. | Upgrade 1: Damage increased to 240% of ATK. / Upgrade 2: Damage increased to 270% of ATK. / Upgrade 3: Damage increased to 300% of ATK. / Upgrade 4: Damage increased to 330% of ATK. | This skill's attacks deplete 100 Energy points. If the enemy has insufficient Energy, the damage is increased by 20%. | |
| Dominic | Skill 3 | Dominic phases through the enemy, dealing Damage equal to 480% of ATK. | Upgrade 1: Damage increased to 540% of ATK. / Upgrade 2: Damage increased to 600% of ATK. / Upgrade 3: Damage increased to 660% of ATK. | On Critical Damage, Stuns the enemy for 2.5s. | |
| Dominic | Skill 4 | When there are other Assassin and Vanguard Heroes on the battlefield, Dominic enters the state of Invisibility: In this state, he cannot be selected as a target for Attack or Skill, all Damage is reduced by 75%, and it also allows him to phase through targets. In a state of Invisibility Dominic's Crit Damage is increased by 24%. | Upgrade 1: In the Invisibility state, Dominic's Crit Damage is increased to 27%. / Upgrade 2: In the Invisibility state, Dominic's Crit Damage is increased to 30%. / Upgrade 3: In the Invisibility state, Dominic's Crit Damage is increased to 33%. | Dominic's movement speed is increased to maximum while Invisible. | |
| Dominic | Talent | Talent | Shroud of Twilight Enhancement: When Invisible, all the Damage that Dominic receives will be deducted over the next 30 seconds. | Upgrade 1: Twilight Attack Enhancement: If an attack crits, the subsequent attack deals 20% more damage, this effect stacks. / Upgrade 2: Perfect Kill Enhancement: If the target's HP is greater than 50% when the skill is activated, the skill is re-activated on the target. / Upgrade 3: Ultimate Skill Enhancement: When the mark disappears, it explodes, dealing damage to targets within a 3m radius equal to 100% ATK + 25% of Critical Damage received by the marked target during the mark's duration. The maximum Damage cannot exceed 10000% of Dominic's ATK. | — |
| Rebecca | Skill 1 | Supercharge | Rebecca enters the Supercharge Mode: Basic Attack is replaced by 2 volleys for 6s. During Supercharge mode, every 150 Attack Speed grants 1 extra volley, up to 2 additional volleys. Each volley deals damage equal to 100% of ATK with additional True Damage equal to 4% of the target's Max HP during Supercharge mode. It cannot exceed 200% of Rebecca's ATK and can Crit. | Upgrade 1: Volley damage in Supercharge mode is increased to 110% of ATK. / Upgrade 2: Volley damage in Supercharge mode is increased to 120% of ATK. / Upgrade 3: Volley damage in Supercharge mode is increased to 130% of ATK. / Upgrade 4: Volley damage in Supercharge mode is increased to 140% of ATK. | Upon completion of Supercharge, instantly activates the Annihilation Beam. |
| Rebecca | Skill 2 | Annihilation Beam | Rebecca fires a laser beam that deals damage to all targets in a straight line equal to 400% of ATK. | Upgrade 1: Damage increased to 450% of ATK. / Upgrade 2: Damage increased to 500% of ATK. / Upgrade 3: Damage increased to 550% of ATK. / Upgrade 4: Damage increased to 600% of ATK. | This skill restores 100 energy to Rebecca every time she kills an enemy. |
| Rebecca | Skill 3 | Knockback Volley | Rebecca fires a Knockback Volley at the closest enemy, knocking the target back within attack radius and dealing damage equal to 600% of ATK. Prioritizes targets within the attack radius. | Upgrade 1: Damage increased to 650% of ATK. / Upgrade 2: Damage increased to 700% of ATK. / Upgrade 3: Damage increased to 750% of ATK. | This skill triggers the effect of Basic Attacks. |
| Rebecca | Skill 4 | Light Barrier | At the beginning of the battle, all allied Hunters gain 5 layers of Light Barrier. Light Barrier: When Heroes receive damage, the damage cannot exceed 14% of Max HP. Upon each hit, Light Barrier diminishes by 1 layer. At the beginning of the battle, if there are at least 3 Hunters in the team, Rebecca will automatically teleport to the back row of the lineup. | Upgrade 1: While protected by Light Barrier, damage taken cannot exceed 11% of Max HP. / Upgrade 2: While protected by Light Barrier, damage taken cannot exceed 8% of Max HP. / Upgrade 3: While protected by Light Barrier, damage taken cannot exceed 7% of Max HP. | Every time an enemy Hero dies, all allied Hunter Heroes gain 3 layers of Light Barrier. |
| Rebecca | Talent | Talent | Ultimate Skill Enhancement: Before entering the Supercharge mode, instantly fires a Knockback Volley at the target, prioritizing the affected target. | Upgrade 1: Knockback Volley Enhancement: Has an 80% chance (based on Rebecca's Accuracy) to stun the target for 2s. / Upgrade 2: Ray of Destruction Enhancement: If the target has Invincibility or the Guardian state, then Rebecca gains the same effect for 5s. / Upgrade 3: Light Barrier Enhancement: When received from Rebecca, each layer restores 50 energy. | — |
| Helentis | Skill 1 | Helentis teleports behind the target and performs a dance of death, shooting 4 needles at her targets. Each needle deals damage equal to 100% of ATK, prioritizing different targets. | Upgrade 1: Damage increased to 110% of ATK. / Upgrade 2: Damage increased to 120% of ATK. / Upgrade 3: Damage increased to 130% of ATK. / Upgrade 4: Damage increased to 140% of ATK. | During the activation of the Skill, the needle, when hitting the target, increases the damage from subsequent needles by 20%, stacks up to 4 times. | |
| Helentis | Skill 2 | Helentis teleports behind the target with the lowest HP and lacerates the enemy 3 times, each attack dealing damage equal to 100% of ATK. | Upgrade 1: Damage increased to 120% of ATK. / Upgrade 2: Damage increased to 140% of ATK. / Upgrade 3: Damage increased to 160% of ATK. / Upgrade 4: Damage increased to 180% of ATK. | On each Laceration crit, the next number of Ultimate Skill needles is increased by 1, stacks up to 3 times. | |
| Helentis | Skill 3 | When Helentis takes lethal damage, she avoids the lethal attack, and restores HP equal to 600% of ATK, only activates once per battle. | Upgrade 1: Recovery increased to 700% of ATK. / Upgrade 2: Recovery increased to 800% of ATK. / Upgrade 3: Recovery increased to 900% of ATK. | When activated, Death Chaser instantly refreshes the Merciless Laceration CD. | |
| Helentis | Skill 4 | Each time Helentis uses Teleportation, she takes 25% less damage and returns to the allied backrow after 3 seconds. In the Hell Arena, receive 15% increased round settlement rewards after winning 3 offensive challenges with Helentis deployed. | Upgrade 1: Reduces damage taken by 30% after teleportation. / Upgrade 2: Reduces damage taken by 35% after teleportation. / Upgrade 3: Reduces damage taken by 40% after teleportation. | In Hell Arena, when your Assassin Hero kills an opponent's Hero, gives all your Assassin's Heroes a shield equal to 50% of their maximum health for 8 seconds. | |
| Helentis | Talent | Twilight Mirrors Enhancement: When an enemy Hero (PVP), Boss, or Elite monster dies on the battlefield, Helentis instantly teleports to the place of their death, ignoring any control effects, and uses her Ultimate Skill for free. | Upgrade 1: Ultimate Skill Enhancement: In Hell Arena mode, the number of needles is increased to 8, and the needles also deal true damage. / Upgrade 2: Death Chaser Enhancement: In Hell Arena mode, the number of activations of Death Chaser is increased to 2 times. When activated it restores 200 energy. / Upgrade 3: Twillight Mirrors Enhancement: In Hell Arena, all Helentis' attacks execute enemies with less than 10% health (ignores invincibility and immune to death effects). | — | |
| Nio | Skill 1 | Nio teleports to the target with the lowest HP, delivering a lethal strike, dispels Invincibility and Shields from the target, and also deals True Damage equal to 2700% of Nio's ATK. Applies Death Mark to the target for 4s. While the mark is active, any damage taken by the target will additionally deal damage equal to 500% of Nio’s ATK. (Max triggers 1 times per second.) While marked, defeated targets cannot be resurrected. (Ineffective against Bosses or Elites) | Upgrade 1: Damage increased to 2800% of Nio’s ATK. / Upgrade 2: Damage increased to 2900% of Nio’s ATK. / Upgrade 3: Damage increased to 3000% of Nio’s ATK. / Upgrade 4: Damage increased to 3100% of Nio’s ATK. | This skill grants 100% Lifesteal. | |
| Nio | Skill 2 | Nio slashes rapidly into the largest cluster of enemies, dealing damage in an area equal to 1000% of Nio’s ATK and stunning them for 2s. | Upgrade 1: Damage increased to 1100% of Nio’s ATK. / Upgrade 2: Damage increased to 1200% of Nio’s ATK. / Upgrade 3: Damage increased to 1300% of Nio’s ATK. / Upgrade 4: Damage increased to 1400% of Nio’s ATK. | Upon hitting enemies, Nio restores 50 Energy for each target hit. | |
| Nio | Skill 3 | Nio's Crit Damage is increased by 200% and he permanently remains in the Invisibility state. Each time Nio teleports, all enemies around him take 30% more damage for 5s. | Upgrade 1: Bonus Crit Damage increased to 210%. / Upgrade 2: Bonus Crit Damage increased to 220%. / Upgrade 3: Bonus Crit Damage increased to 230%. | At the start of battle, Nio gains HP equal to 3000% of ATK. | |
| Nio | Skill 4 | Each time a unit dies on the battlefield, Nio gains 5% ATK. Heroes or Large Summoned Units grant a 3x effect, stacks. Simultaneously, Nio teleports to the fallen target, performing 3 slashes to all nearby enemies, each slash deals damage equal to 1000% of Nio's ATK. (Can only activate once per second.) | Upgrade 1: Damage from each slash increased to 1100% of Nio’s ATK. / Upgrade 2: Damage from each slash increased to 1200% of Nio’s ATK. / Upgrade 3: Damage from each slash increased to 1300% of Nio’s ATK. | ATK bonus from each dead unit is increased to 8%. | |
| Nio | Talent | Talent | Ultimate Enhancement: Deals an additional instance of True Damage equal to 2000% of Nio’s ATK. | Upgrade 1: Blood Massacre Enhancement: Reduces the target's Energy by 100. / Upgrade 2: Elegance of the Killer Enhancement: Upon receiving lethal damage, ignores the damage and gains Invincibility for 2s, restores 100% HP and 600 Energy, activates 1 times per battle. / Upgrade 3: Last Breath Enhancement: Damage from this skill becomes True Damage. | — |
| Jaina | Skill 1 | Last Spark | Jaina fires a bright spark at an enemy, dealing random damage between 1200% and 2000% of ATK (depending on Accuracy) to all targets in a line and dispelling all immunity effects from them. The higher the Accuracy, the higher the random damage. Maximum random damage guaranteed with 200 Accuracy. Prioritizes the farthest target. If the number of enemy units on the battlefield is greater than 4, then the range of the spark becomes infinite.Can't dispel Invincibility effects from Boss-type enemies | Upgrade 1: Random damage increased to 1300% to 2200% of ATK. / Upgrade 2: Random damage increased to 1400% to 2400% of ATK. / Upgrade 3: Random damage increased to 1500% to 2600% of ATK. / Upgrade 4: Random damage increased to 1600% to 2800% of ATK. | For every 1 enemies killed with this skill, Jaina restores 50 energy. |
| Jaina | Skill 2 | Radiant Starfall | Jaina unleashes a starfall in an area, dealing random damage between 150% and 300% of ATK to the targets. The higher the Accuracy, the higher the random damage. Maximum random damage guaranteed with 200 Accuracy. | Upgrade 1: Random damage increased to 170% to 330% of ATK. / Upgrade 2: Random damage increased to 190% to 360% of ATK. / Upgrade 3: Random damage increased to 210% to 400% of ATK. / Upgrade 4: Random damage increased to 230% to 440% of ATK. | Stuns affected targets for 2 second(s). |
| Jaina | Skill 3 | Flood of Light | Jaina unleashes a beam of light that deals random damage to targets in a fan-shaped area. Damage ranges between 170% and 330% ATK. The higher the Accuracy, the higher the bottom damage threshold, with 200 Accuracy - guaranteed to deal max damage. | Upgrade 1: Random damage increased to 190% to 360% of ATK. / Upgrade 2: Random damage increased to 210% to 400% of ATK. / Upgrade 3: Random damage increased to 230% to 440% of ATK. | Enemies hit take 15% increased AoE Damage for 7 second(s). |
| Jaina | Skill 4 | Divine Radiance | After entering the battle, Jaina additionally restores 7 energy per second. | Upgrade 1: Energy recovery per second increased to 10. / Upgrade 2: Energy recovery per second increased to 15. / Upgrade 3: Energy recovery per second increased to 18. | Jaina's Attack Skills increase her own ATK by 1% each time she hits 1 targets, up to 100%. |
| Jaina | Talent | Talent | Ultimate Skill Enhancement: For every 1 targets hit, Jaina lowers her Normal Skill CD by 1 seconds. | Upgrade 1: Radiant Starfall Enhancement: Deals double damage to summoned units. / Upgrade 2: Flood of Light Enhancement: After each casting, this skill increases the damage of subsequent castings by 10%, up to 50%. / Upgrade 3: Divine Radiance Enhancement: When hitting 3 targets or more, additionally restores 100 energy. | — |
| Claire Titanhand | Skill 1 | Claire jumps and Charges into the designated area, after which she slams the ground, dealing damage equal to 800% of ATK within 5m of the impact point. Enemies within 2.5m of the impact point receive 2 times more damage. When jumping, if there is an enemy target nearby, Claire will grab them and smash them into the center of the area together, prioritizing Heroes without Control Immunity. This skill cannot Crit. | Upgrade 1: Damage increased to 900% of Claire's ATK. / Upgrade 2: Damage increased to 1000% of Claire's ATK. / Upgrade 3: Damage increased to 1100% of Claire's ATK. / Upgrade 4: Damage increased to 1200% of Claire's ATK. | Targets hit by Meteor Storm have a 30% chance (depending on Claire's ACC) to be stunned for 2s. | |
| Claire Titanhand | Skill 2 | Claire performs two heavy strikes at the target with lightning speed, each strike dealing damage equal to 280% of Claire's ATK. | Upgrade 1: Damage increased to 320% of Claire's ATK. / Upgrade 2: Damage increased to 360% of Claire's ATK. / Upgrade 3: Damage increased to 400% of Claire's ATK. / Upgrade 4: Damage increased to 440% of Claire's ATK. | The second blow deals additional damage equal to 50% of the Shield's current strength. | |
| Claire Titanhand | Skill 3 | Claire enters the Fearless state: Gains a Shield equal to 32% of her Max HP and restores 35 Rage every second for 8s. | Upgrade 1: Shield Durability increased to 36% of Claire's Max HP. / Upgrade 2: Shield Durability increased to 40% of Claire's Max HP. / Upgrade 3: Shield Durability increased to 44% of Claire's Max HP. | At the start of the battle, Claire immediately enters the Fearless state. | |
| Claire Titanhand | Skill 4 | Claire receives a permanent ATK bonus equal to 2% of her Max HP. Every time Claire takes damage, she restores HP equal to 2% of her Max HP. 5 seconds after the battle has started, Claire recovers 50~250 Rage (depending on Claire's ACC, with 150 being the maximum) | Upgrade 1: At the start of the battle, Rage recovery is increased to 150~400. / Upgrade 2: At the start of the battle, Rage recovery is increased to 250~550. / Upgrade 3: At the start of the battle, Rage recovery is increased to 350~600. | For each allied Vanguard Hero, Claire restores 10 Rage per second (up to 30 Rage). | |
| Claire Titanhand | Talent | Talent | Ultimate Skill Enhancement: Before activation, Claire enters the Fearless state. | Upgrade 1: Supersonic Boxing Enhancement: The second hit deals AoE damage in a fan-shaped area to enemies behind the target. / Upgrade 2: Flame Reflector Enhancement: In the Fearless state Claire reduces incoming damage by 40%. / Upgrade 3: Mechanical Exaltation Enhancement: When Claire receives fatal damage, she avoids death and becomes Invincible for 2s, instantly entering the Fearless state. Can be activated up to 1 times per battle. | — |
| Nezha | Skill 1 | Teleports behind the target with the lowest HP and attacks it, dealing damage equal to 350% of ATK, then searches for 1 new random target within a 4-meter radius for a follow-up attack. The higher Nezha's AS, the more attacks he performs (base number of attacks: 4 times, per 50 AS 1 additional attack, up to 8 times). During the skill's duration, Nezha is Invincible (cannot be dispelled), but does not restore Energy. If there are no targets within the radius, Nezha stops attacking. | Upgrade 1: Damage per attack increased to 370% of ATK. / Upgrade 2: Damage per attack increased to 400% of ATK. / Upgrade 3: Damage per attack increased to 420% of ATK. / Upgrade 4: Damage per attack increased to 450% of ATK. | Base number of skill attacks increased to 6, max increased to 10. | |
| Nezha | Skill 2 | Teleports behind the target with the lowest HP, dealing 800% of ATK damage to all enemies in his path and stunning them for 2s. | Upgrade 1: Damage increased to 900% of ATK. / Upgrade 2: Damage increased to 1000% of ATK. / Upgrade 3: Damage increased to 1100% of ATK. / Upgrade 4: Damage increased to 1200% of ATK. | If this skill hits 3 or more targets, additionally restores 100 Energy. | |
| Nezha | Skill 3 | For every 1 attacks, Nezha gains 1 stack of Demon Extermination: Increases ATK by 8%, Lifesteal by 5%, stacks up to 10 times. When Nezha reaches the max number of stacks, he additionally gains the Godslayer effect: When attacking targets with a Shield or Thunder Barrier, he dispels and detonates them, dealing True Damage equal to 50% of ATK to the target and surrounding enemies, and stunning them for 2s. | Upgrade 1: Bonus ATK per stack of Demon Extermination increased to 9%. / Upgrade 2: Bonus ATK per stack of Demon Extermination increased to 10%. / Upgrade 3: Bonus ATK per stack of Demon Extermination increased to 11%. | If enemies attacked by Nezha die within 3s, their Max HP is reduced by 30% upon resurrection. | |
| Nezha | Skill 4 | At the start of the battle, Nezha gains 600 Energy.Nezha's received True Damage is reduced by 30%, and at the start of battle, Nezha and the ally with the highest ATK receive HP equal to 2000% of Nezha's ATK. During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Nezha is considered as a Atlas hero. | Upgrade 1: At the start of the battle, HP increase effect is increased to 2200% of ATK. / Upgrade 2: At the start of the battle, HP increase effect is increased to 2500% of ATK. / Upgrade 3: At the start of the battle, HP increase effect is increased to 2800% of ATK. | Upon death, revives once with 100% HP and 600 Energy. Each time he dies, fully restores all allies' HP (healing effects influence restoration). | |
| Nezha | Talent | Talent | Ultimate Enhancement: When a single target is hit repeatedly within one activation, subsequent damage becomes True Damage. | Upgrade 1: Martial Valor Enhancement: Before activating this skill, removes all Control effects from himself. / Upgrade 2: Demon Conqueror Enhancement: Each stack of Demon Extermination additionally reduces received damage by 5%. / Upgrade 3: Lotus Born Enhancement: Upon death, Nezha reduces the ATK of the target that killed him by 50% until the end of the battle and also resets their Energy or Rage. | — |
| Theon | Skill 1 | Theon teleports to the opposite side of the selected target and slashes them, dealing damage equal to 800% ATK. If this skill deals a Crit, it is activated again, prioritizing different targets. Each Ultimate Skill can additionally trigger 2 effects. | Upgrade 1: Damage increased to 900% of Theon's ATK. / Upgrade 2: Damage increased to 1000% of Theon's ATK. / Upgrade 3: Damage increased to 1100% of Theon's ATK. / Upgrade 4: Damage increased to 1200% of Theon's ATK. | Before activation, this skill activates Phantom Flame. | |
| Theon | Skill 2 | Theon ignites Onimaru: Each Basic Attack or Faceless Cleave deals additional damage equal to 270% of Theon's ATK for 6 sec. Additional damage can't Crit. When Phantom Flame hits targets with a Thunder Shield, the shield will explode, dealing damage equal to 1200% of Theon's ATK and dispelling the its effects. | Upgrade 1: Additional Damage increased to 300% of Theon's ATK. / Upgrade 2: Additional Damage increased to 330% of Theon's ATK. / Upgrade 3: Additional Damage increased to 360% of Theon's ATK. / Upgrade 4: Additional Damage increased to 390% of Theon's ATK. | While Phantom Flame is activated, Theon's Attack Speed is increased by 1000. | |
| Theon | Skill 3 | Each 3 Basic Attack leaves a Phantom behind on the battlefield for an additional attack. Phantoms deal 50% of the original damage. | Upgrade 1: Phantom damage increased to 55% of the original damage. / Upgrade 2: Phantom damage increased to 60% of the original damage. / Upgrade 3: Phantom damage increased to 65% of the original damage. | Phantoms gains the Phantom Flame effect. | |
| Theon | Skill 4 | Theon, the Punisher of the Sanzu River, when receiving fatal damage, ignores this damage and restores his HP equal to 2400% of ATK. Can be activated up to 1 times per battle. Enemy targets outside a 4m radius deal 60% less damage to Theon. This effect is effective against True Damage. When allied heroes use Teleportation skills, Theon teleports behind the enemy target with the lowest HP in the ally's teleportation area, this effect can be activated once every 5 sec. | Upgrade 1: Restores HP equal to 2700% of ATK. / Upgrade 2: Restores HP equal to 3000% of ATK. / Upgrade 3: Restores HP equal to 3300% of ATK. | At the beginning of the battle, if there are more than 4 Terran or Time Traveler heroes in the squad, then the effect of ignoring lethal damage of this skill can be additionally activated 1 more times. | |
| Theon | Talent | Talent | Faceless Cleave Enhancement: Number of additional activations increased by 1. | Upgrade 1: Phantom Flame Enancement: Additional damage can now Crit. / Upgrade 2: Haunting Phantom Enhancement: Each 3 Faceless Cleave will also leave a Phantom behind. / Upgrade 3: Sanzu Conqueror Enhancement: When Theon teleports due to this ability effect, it immediately summons a Phantom to attack enemy targets, dealing damage equal to 400% of Theon's ATK, the Phantom will inherit the effect of the Phantom Flame. | — |
| Conor | Skill 1 | Conor slams the ground 4 times, each strike dealing damage equal to 17% of Conor's Max HP to nearby enemies and also having a 60% chance (depending on Conor's ACC) to knock them down. Next, Conor taunts enemies within a 8 meter radius and receives 25 layers of Metal Barrier: When the target possesses Metal Barrier, the damage taken is reduced by 40%, consumes 1 layer each time damage is taken and lasts for 5s. All damage from this skill interrupts Charges and is calculated instantly, cannot be delayed and cannot be Critical. | Upgrade 1: Damage increased to 19% of Conor's Max HP. / Upgrade 2: Damage increased to 21% of Conor's Max HP. / Upgrade 3: Damage increased to 23% of Conor's Max HP. / Upgrade 4: Damage increased to 25% of Conor's Max HP. | The damage reduction effect of Metal Barrier also applies against True Damage. | |
| Conor | Skill 2 | Conor deals damage equal to 16% of Conor's Max HP to enemies around him and also has a 60% chance (depending on Conor's ACC) to knock them down. Then gains a shield equal to 20% of Conor's Max HP, gains 0.5% of Max HP for each unit of ACC, extra volume stacks up to 50% of Conor's Max HP and lasts for 6 sec. | Upgrade 1: Damage increased to 18% of Conor's Max HP. / Upgrade 2: Damage increased to 20% of Conor's Max HP. / Upgrade 3: Damage increased to 22% of Conor's Max HP. / Upgrade 4: Damage increased to 24% of Conor's Max HP. | Shields a target near Conor with 50% of the Shield's volume. | |
| Conor | Skill 3 | Conor deals a heavy hit to the target, dispelling invincibility and shields from it (ineffective against Bosses and Elites) and deals damage equal to 35% of Conor's Max HP, prioritizing the closest target with invincibility or shield. | Upgrade 1: Damage increased to 38% of Conor's Max HP. / Upgrade 2: Damage increased to 41% of Conor's Max HP. / Upgrade 3: Damage increased to 44% of Conor's Max HP. | This skill knocks the target down. | |
| Conor | Skill 4 | At the start of the battle, Conor gains the Guardian state until the end of the battle: reduces damage taken by 50%. When Conor's HP drops below 50% for the first time, he gains invincibility for 3s, restores all HP while also increasing Max HP by 45%. | Upgrade 1: The first time HP drops below 50%, increases Max HP by 50%. / Upgrade 2: The first time HP drops below 50%, increases Max HP by 55%. / Upgrade 3: The first time HP drops below 50%, increases Max HP by 60%. | For each allied Hero with the Guardian state, Conor deals 10% increased damage, stacks up to 4 times. | |
| Conor | Talent | Talent | Combo Vortex Enhancement: During the effect of Metal Barrier, Conor is immune to all Control effects. When Metal Barrier ends, it deals damage equal to 40% of Conor's Max HP to all targets around in a 5 meter radius and knocks them down. Deals additional damage equal to 8% of Conor's Max HP for each layer of Metal Barrier. | Upgrade 1: Heavenly Tremor Enhancement: When Conor has a shield, he ignores all control effects and stops nearby enemy Charges. / Upgrade 2: Kill Order Enhancement: The damage from this skill becomes True Damage. Instantly refreshes the CD of this skill when nearby enemies receive the invincibility effect. / Upgrade 3: Eternal Guardian Enhancement: Reduces Critical Damage and True Damage taken by 30%. All allied targets with the Guardian effect take 10% less Critical Damage and True Damage. / Upgrade 4: Vortex Leader Enhancement: Each time a layer of Energy Shell is consumed, it creates an energy wave, dealing damage to all targets around it equal to 20% of Conor's Max HP and having a 60% chance (depending on Conor's ACC) to knock them down. | — |
| Skeno | Skill 1 | Skeno summons a squad of drones to the chosen direction for bombing, dealing damage to enemies along the way equal to 1200% of Skeno's ATK and knocking them to the edge of the area. Next, the drones explode, causing damage to enemies around them equal to 1800% of Skeno's ATK. Drones that hit allied Energy heroes apply a Shield equal to 1500% of Skeno's ATK for 8s. (A single drone cannot re-inflict damage) | Upgrade 1: Drone bombing damage increased to 1400% of Skeno's ATK. / Upgrade 2: Drone bombing damage increased to 1600% of Skeno's ATK. / Upgrade 3: Drone bombing damage increased to 1800% of Skeno's ATK. / Upgrade 4: Drone bombing damage increased to 2000% of Skeno's ATK. | A drone flying over enemy targets reduces their movement speed by 90%, and also imposes a Paralysis effect: cannot activate Basic Skills, the resulting Area Damage is increased by 30% for 4s. | |
| Skeno | Skill 2 | Skeno throws a grenade, dealing damage to enemies in a large area equal to 360% of Skeno's ATK. Next deals True Damage equal to 360% of Skeno's ATK to enemies in the center of the explosion. | Upgrade 1: Damage from both explosions increased to 400% of Skeno's ATK. / Upgrade 2: Damage from both explosions increased to 440% of Skeno's ATK. / Upgrade 3: Damage from both explosions increased to 480% of Skeno's ATK. / Upgrade 4: Damage from both explosions increased to 520% of Skeno's ATK. | Enemies at the center of the explosion are stunned for 2s. | |
| Skeno | Skill 3 | Skeno places 2 mines around himself. A mine detonates when enemies get close to it, dealing area damage equal to 800% of Skeno's ATK. The mines last 10s, after 10s the mines disappear and restore 50 Energy for Skeno. | Upgrade 1: Mine explosion damage increased to 900% of Skeno's ATK. / Upgrade 2: Mine explosion damage increased to 1000% of Skeno's ATK. / Upgrade 3: Mine explosion damage increased to 1100% of Skeno's ATK. | When a mine explodes, it reduces 100 Energy or Rage of the target. | |
| Skeno | Skill 4 | During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Skeno is considered as a Wenfyr hero. 15s after the start of the battle, Skeno activates the emergency device, instantly receives 600 Energy and lowers Energy or Rage of all enemies by 160. When opponents enter the alied zone of the battlefield, the emergency device will activate prematurely. The emergency device can be activated only once per battle. | Upgrade 1: Energy or Rage reduction from an emergency device increased to 180. / Upgrade 2: Energy or Rage reduction from an emergency device increased to 200. / Upgrade 3: Energy or Rage reduction from an emergency device increased to 220. | Allied Terran heroes restore HP equal to 400% of Skeno's ATK with each activation of area skills. | |
| Skeno | Talent | Talent | Madness Suppressor Enhancement: When activating the emergency device, additionaly restores 600 Energy to 1 Energy allied Heroes with the least amount of Energy. | Upgrade 1: Fragmentation Grenade Enhancement: The damage from the grenade is increased by 10%, and when it explodes, it pulls enemies to the center at a short distance. / Upgrade 2: Twisted Minefield Enhancement: When Fragmentation Grenade is activated, sets 2 mines at the edge of the radius. / Upgrade 3: Projectile Drone Enhancement: A drone flying over allied Energy heroes grants them Invincibility for 4s, while dispelling Invincibility effects from enemy targets. | — |
| Bergman | Skill 1 | Bergman spins his hammer in the selected area, dealing damage to all enemies around equal to 31% of Max HP, and also pulling enemy targets forward and knocking them down. This damage cannot be critical. The next 3 Basic Attacks of Bergman are replaced with Crushing Wave. | Upgrade 1: Damage increased to 33% of Bergman's Max HP. / Upgrade 2: Damage increased to 35% of Bergman's Max HP. / Upgrade 3: Damage increased to 37% of Bergman's Max HP. / Upgrade 4: Damage increased to 39% of Bergman's Max HP. | This skill interrupts Charge effects, and the damage is calculated instantly and cannot be delayed. | |
| Bergman | Skill 2 | Bergman swings his hammer and strikes the target, dealing damage to the target and nearby targets equal to 17% of his Max HP and knocking them down. Damage from this skill is calculated instantly, cannot be delayed and cannot be critical. | Upgrade 1: Damage increased to 18% of Bergman's Max HP. / Upgrade 2: Damage increased to 19% of Bergman's Max HP. / Upgrade 3: Damage increased to 20% of Bergman's Max HP. / Upgrade 4: Damage increased to 21% of Bergman's Max HP. | Affected targets reduce Healing effects by 25% for 3s, stacking up to 3 times. | |
| Bergman | Skill 3 | Bergman deploys an energy field around himself, which recovers HP equal to 10% of Bergman's Max HP for allied units for 6s. | Upgrade 1: HP recovery increased to 13% of Bergman's Max HP. / Upgrade 2: HP recovery increased to 16% of Bergman's Max HP. / Upgrade 3: HP recovery increased to 19% of Bergman's Max HP. | All allied units' damage is increased by 20% within the field's radius. | |
| Bergman | Skill 4 | Bergman enters the Guardian state until the end of the battle: reduces incoming damage by 50%. When Bergman cumulatively takes damage exceeding 12% of his Max HP, he gains a Shield equal to 25% of Max HP for 5s. | Upgrade 1: The condition for activating the Shield is reduced to 11% of Bergman's Max HP. / Upgrade 2: The condition for activating the Shield is reduced to 10% of Bergman's Max HP. / Upgrade 3: The condition for activating the Shield is reduced to 9% of Bergman's Max HP. | When Bergman has a Shield, reduces True Damage taken by 30%. | |
| Bergman | Talent | Talent | Hammerblow Enhancement: The number of Basic Attacks replaced with Crushing Wave is increased from 3 to 5. | Upgrade 1: Crushing Wave Enhancement: Dispels the effects of Invincibility and Shields from the main target. / Upgrade 2: Kinetic Field Enhancement: After the field's duration ends, it explodes, dealing damage to all enemies in the area equal to 20% of Bergman's Max HP and stunning them for 4s. / Upgrade 3: Titan's Greatness Enhancement: Bergman's Max HP is increased by 40%. When his HP drop below 50% he becomes Immune to Control effects. | — |
| Becky | Skill 1 | Becky performs a 3-stage Charge and gains immunity to Control effects. First and second stage: performs a slashing strike, dealing damage to all enemies in her path equal to 500% of Becky's ATK. Third stage: jumps into the air and strikes the ground, dealing damage to all targets at the landing point equal to 800% of Becky's ATK. Damage from this ability cannot be Critical. | Upgrade 1: The damage of the first and second stages is increased to 600% of ATK, and the damage of the third stage is increased to 900% of ATK. / Upgrade 2: The damage of the first and second stages is increased to 700% of ATK, and the damage of the third stage is increased to 1000% of ATK. / Upgrade 3: The damage of the first and second stages is increased to 800% of ATK, and the damage of the third stage is increased to 1100% of ATK. / Upgrade 4: The damage of the first and second stages is increased to 900% of ATK, and the damage of the third stage is increased to 1200% of ATK. | The damage of the third stage is increased to 50%, and also knocks all enemies in the area into the air. | |
| Becky | Skill 2 | Becky releases the blade, increasing her ATK by 41% and gaining a Shield equal to 1500% of ATK for 12s. | Upgrade 1: ATK increase is raised to 44%. / Upgrade 2: ATK increase is raised to 47%. / Upgrade 3: ATK increase is raised to 50%. / Upgrade 4: ATK increase is raised to 53%. | Blade Release restores 50 Rage per second for 6s. | |
| Becky | Skill 3 | Becky performs a blade dance, dealing damage to all enemies around equal to 1200% of Becky's ATK. Damage from this ability cannot be Critical. | Upgrade 1: Damage is increased to 1400% of Becky's ATK. / Upgrade 2: Damage is increased to 1600% of Becky's ATK. / Upgrade 3: Damage is increased to 1800% of Becky's ATK. | Symphony of Blood causes targets to take additional 5% damage for 8s and can be stacked up to 4 times. | |
| Becky | Skill 4 | Becky gains additional starting ATK equal to 2% of Max HP. Each time Becky takes damage, she restores HP equal to 2% of Max HP. When Becky receives fatal damage she ignores it and becomes Invincible for 2s, instantly restoring 50% of Max HP and 300 Rage. Activates 1 time per battle. | Upgrade 1: Rage restoration is increased to 400. / Upgrade 2: Rage restoration is increased to 500. / Upgrade 3: Rage restoration is increased to 600. | When Becky's HP is below 50%, all incoming damage is reduced by 30%. Effective against True Damage. | |
| Becky | Talent | Talent | Vulture Dance Enhancement: Triggers the effect of Blade Release before activation. | Upgrade 1: Blade Release Enhancement: During the ability, Becky takes 30% less damage. This is also effective against True Damage. / Upgrade 2: Symphony of Blood Enhancement: After each Charge is completed, Symphony of Blood is automatically activated once. / Upgrade 3: Contact Suit Enhancement: For each death of an allied Terran hero, Becky's death-ignore effect activates an additional time. | — |
| Trojan | Skill 1 | Passive Effect: At the start of the battle, summons 1 Mechanical Troodon. Mechanical Troodon: Inherits 160% of ATK, 100% of DEF, Crit Chance, Crit Damage, Damage Increase, Damage Reduction, and HP equal to 13000% of ATK from Trojan, and reduces incoming damage by 50%. Mechanical Troodon is a Large Summoned Creature: counts as 3 units when calculating the number of units. It has the Ultimate Skill Metallic Rend: Deals two-phase damage. Phase one: delivers a powerful tail strike, dealing damage to all enemies around equal to 1200% of ATK. Phase two: deals claw damage to enemies in a fan-shaped area equal to 1500% of ATK. Active Effect: Summons a Mechanical Troodon in the selected area. If a Mechanical Troodon is already on the battlefield, restores 100% HP and 600 Energy for it. | Upgrade 1: The inherited ATK of the Mechanical Troodon is increased to 170% of ATK. / Upgrade 2: The inherited ATK of the Mechanical Troodon is increased to 180% of ATK. / Upgrade 3: The inherited ATK of the Mechanical Troodon is increased to 190% of ATK. / Upgrade 4: The inherited ATK of the Mechanical Troodon is increased to 200% of ATK. | Mechanical Troodon's tail strike disperses Shields and Invincibility effects from targets. | |
| Trojan | Skill 2 | Skeno throws a grenade, dealing damage to enemies in a large area equal to 360% of Skeno's ATK. Next deals True Damage equal to 360% of Skeno's ATK to enemies in the center of the explosion. | Upgrade 1: Damage from both explosions increased to 400% of Skeno's ATK. / Upgrade 2: Damage from both explosions increased to 440% of Skeno's ATK. / Upgrade 3: Damage from both explosions increased to 480% of Skeno's ATK. / Upgrade 4: Damage from both explosions increased to 520% of Skeno's ATK. | Enemies at the center of the explosion are stunned for 2s. | |
| Trojan | Skill 3 | Skeno places 2 mines around himself. A mine detonates when enemies get close to it, dealing area damage equal to 800% of Skeno's ATK. The mines last 10s, after 10s the mines disappear and restore 50 Energy for Skeno. | Upgrade 1: Mine explosion damage increased to 900% of Skeno's ATK. / Upgrade 2: Mine explosion damage increased to 1000% of Skeno's ATK. / Upgrade 3: Mine explosion damage increased to 1100% of Skeno's ATK. | When a mine explodes, it reduces 100 Energy or Rage of the target. | |
| Trojan | Skill 4 | During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Skeno is considered as a Wenfyr hero. 15s after the start of the battle, Skeno activates the emergency device, instantly receives 600 Energy and lowers Energy or Rage of all enemies by 160. When opponents enter the alied zone of the battlefield, the emergency device will activate prematurely. The emergency device can be activated only once per battle. | Upgrade 1: Energy or Rage reduction from an emergency device increased to 180. / Upgrade 2: Energy or Rage reduction from an emergency device increased to 200. / Upgrade 3: Energy or Rage reduction from an emergency device increased to 220. | Allied Terran heroes restore HP equal to 400% of Skeno's ATK with each activation of area skills. | |
| Trojan | Talent | Talent | Madness Suppressor Enhancement: When activating the emergency device, additionaly restores 600 Energy to 1 Energy allied Heroes with the least amount of Energy. | Upgrade 1: Fragmentation Grenade Enhancement: The damage from the grenade is increased by 10%, and when it explodes, it pulls enemies to the center at a short distance. / Upgrade 2: Twisted Minefield Enhancement: When Fragmentation Grenade is activated, sets 2 mines at the edge of the radius. / Upgrade 3: Projectile Drone Enhancement: A drone flying over allied Energy heroes grants them Invincibility for 4s, while dispelling Invincibility effects from enemy targets. | — |
| Smith | Skill 1 | Switches Plasma Reactor Mode to Cannon Mode: Each shot causes a small-area explosion (deals equal damage to surrounding enemies but triggers the Basic Attack effect only on the main target) for 7s. If own Attack Speed exceeds 200, deals additional True Damage to the main target equal to 3% of the target’s Max HP. | Upgrade 1: Cannon Mode duration extended to 7.5s. / Upgrade 2: Cannon Mode duration extended to 8s. / Upgrade 3: Cannon Mode duration extended to 8.5s. / Upgrade 4: Cannon Mode duration extended to 9s. | In Cannon Mode, each attack on the main target increases subsequent damage taken by 20% for 5s, stacking up to 10 times. | |
| Smith | Skill 2 | In Rifle Mode: attacks the target 5 times, dealing damage equal to 150% of ATK each time. In Cannon Mode: the number of attacks increases to 10 times, and also inherits all Basic Attack effects of Cannon Mode. | Upgrade 1: Damage per attack is increased to 160% of ATK. / Upgrade 2: Damage per attack is increased to 170% of ATK. / Upgrade 3: Damage per attack is increased to 180% of ATK. / Upgrade 4: Damage per attack is increased to 190% of ATK. | This skill can activate Basic Attack effects on the main target. | |
| Smith | Skill 3 | Every 3 Basic Attack by Smith activates the effect: Deals damage equal to 200% of ATK and stuns the target for 1 sec. | Upgrade 1: Damage from the effect is increased to 220% of ATK. / Upgrade 2: Damage from the effect is increased to 240% of ATK. / Upgrade 3: Damage from the effect is increased to 260% of ATK. | Damage from Basic Attack effects becomes True Damage. | |
| Smith | Skill 4 | Death Effect: Upon death, summons a Turret controlled by a fennec companion. The Turret inherits 200% of ATK, 100% of DEF, Crit Rate, Crit Damage, 150% Attack Speed, and HP equal to 15000% of ATK, with damage taken reduced by 80% (effective against True Damage). The Turret permanently enters Cannon Mode and inherits Stunning Shot. | Upgrade 1: Inheritable ATK by the Turret increased to 210%. / Upgrade 2: Inheritable ATK by the Turret increased to 220%. / Upgrade 3: Inheritable ATK by the Turret increased to 230%. | Increases the attack radius of the Turret. | |
| Smith | Talent | Talent | Madness Suppressor Enhancement: When activating the emergency device, additionaly restores 600 Energy to 1 Energy allied Heroes with the least amount of Energy. | Upgrade 1: Fragmentation Grenade Enhancement: The damage from the grenade is increased by 10%, and when it explodes, it pulls enemies to the center at a short distance. / Upgrade 2: Twisted Minefield Enhancement: When Fragmentation Grenade is activated, sets 2 mines at the edge of the radius. / Upgrade 3: Projectile Drone Enhancement: A drone flying over allied Energy heroes grants them Invincibility for 4s, while dispelling Invincibility effects from enemy targets. | — |
| Sakai Monoko | Skill 1 | Sakai Monoko begins singing and after 3s deals damage to all enemies equal to 1600% of ATK, and deals 200% damage to Large Summoned Creatures. If fewer than 3 targets are hit, damage is increased by 100%. While singing, reduces damage received by 80% (Effective against True Damage), and she gradually releases 4 sound waves, with each wave dealing damage equal to 1000% of ATK. | Upgrade 1: Damage after the song is completed is increased to 1800% of ATK. / Upgrade 2: Damage after the song is completed is increased to 2000% of ATK. / Upgrade 3: Damage after the song is completed is increased to 2200% of ATK. / Upgrade 4: Damage after the song is completed is increased to 2400% of ATK. | Damage from completing the song becomes True Damage. | |
| Sakai Monoko | Skill 2 | Releases the Maiko Twins into the area with the most enemies, where they make 3 circles, dealing damage equal to 500% of ATK with each hit and knocking targets toward the center. Affected targets receive an additional 10% Area Damage for up to a maximum of 4 stacks. | Upgrade 1: Damage from each hit is increased to 550% of ATK. / Upgrade 2: Damage from each hit is increased to 600% of ATK. / Upgrade 3: Damage from each hit is increased to 650% of ATK. / Upgrade 4: Damage from each hit is increased to 700% of ATK. | Upon activating this ability, gains a shield equal to 800% of ATK for 6s. | |
| Sakai Monoko | Skill 3 | Throws the Maiko Twins, dealing fan-shaped damage in front equal to 700% of ATK and afterwards the Maiko Twins return, dealing an additional damage equal to 700% of ATK. | Upgrade 1: Damage from the return and throw is increased to 750% ATK. / Upgrade 2: Damage from the return and throw is increased to 800% ATK. / Upgrade 3: Damage from the return and throw is increased to 850% ATK. | This ability restores 50 Energy to allied targets upon hitting them. | |
| Sakai Monoko | Skill 4 | During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Sakai Monoko is considered as an Atlas or a Wenfyr hero. At the start of battle, reduces the Max HP of all enemy heroes by 10% (Doesn't work against Bosses or Elites) and adds it to herself (HP taken from each hero cannot exceed 1000% of Sakai Monoko's ATK). When there are 4 or more enemy targets, Sakai Monoko enters the Incomparable state: Damage dealt increases by 60% and damage received decreases by 40%. | Upgrade 1: In the Incomparable state, damage dealt increases by 70%. / Upgrade 2: In the Incomparable state, damage dealt increases by 80%. / Upgrade 3: In the Incomparable state, damage dealt increases by 90%. | When there are 2 or more enemy targets, Sakai Monoko enters the Incomparable state. | |
| Sakai Monoko | Talent | Talent | Ultimate Enhancement: Damage after the singing reduces the Max HP of affected targets by 40% of the damage dealt (does not activate against Elites and Bosses). | Upgrade 1: Curtain Call Enhancement: If there are 3 or more affected targets, reduces the cooldown of this skill by 3s. / Upgrade 2: Deadly Dance Enhancement: Removes Invincibility effects from affected targets. / Upgrade 3: Charming Grandeur Enhancement: In the Incomparable state, Sakai Monoko cannot receive damage exceeding 15% of her Max HP at once. / Upgrade 4: Sakura Garden Enhancement: Heroes on the allied side in the Sakura Field increase their Ranged Damage by 15%, and enemy targets deal 15% less damage to targets inside the field. | — |
| Lu Bu | Skill 1 | Lu Bu throws his halberd at the farthest target, shackling the target in place, preventing it from attacking, recovering Energy/Rage, and dispelling effects of Untargetable and Invincibility (not effective against Bosses and Elites). Then Charges to the target, dealing damage equal to 9500% of ATK to enemies along the path. After the Charge is completed, grabs the Halberd, additionally dealing True Damage equal to 11000% of ATK to the target. The Charge additionally knocks up enemies along the path. This skill cannot be Critical and cannot be interrupted. In PVP modes, Lu Bu will primarily select an SP-category hero as his target. | Upgrade 1: Skill damage is increased to 10000% of ATK and 12000% of ATK respectively. / Upgrade 2: Skill damage is increased to 10500% of ATK and 13000% of ATK respectively. / Upgrade 3: Skill damage is increased to 11000% of ATK and 14000% of ATK respectively. / Upgrade 4: Skill damage is increased to 11500% of ATK and 15000% of ATK respectively. | After activation, instantly resets the CD of Quantum Slash. | |
| Lu Bu | Skill 2 | Lu Bu swings his halberd forward, dealing damage equal to 260% of ATK. For each enemy hit, he gains a Shield equal to 2% of Max HP. | Upgrade 1: Damage increased to 270% of ATK, Shield amount increased to 4% of Max HP. / Upgrade 2: Damage increased to 280% of ATK, Shield amount increased to 6% of Max HP. / Upgrade 3: Damage increased to 290% of ATK, Shield amount increased to 8% of Max HP. / Upgrade 4: Damage increased to 300% of ATK, Shield amount increased to 10% of Max HP. | Lu Bu converts 10% of his current Shield into HP each second; when the amount reaches the Max HP value, the conversion ends. | |
| Lu Bu | Skill 3 | Lu Bu gains ATK equal to 4% of Max HP. When there are 5 or more Terran heroes in the formation, additionally gains 2% bonus ATK. When Lu Bu deals damage to an enemy, he additionally deals True Damage equal to 5% of the current damage, and dispels from all enemies within range the effects of Shields, Thunder Shield, and Light Barrier. | Upgrade 1: Additional True Damage increased to 10% of the current damage. / Upgrade 2: Additional True Damage increased to 15% of the current damage. / Upgrade 3: Additional True Damage increased to 20% of the current damage. | Lu Bu’s Max HP and Rage recovery are immune to any negative effects. | |
| Lu Bu | Skill 4 | At the start of battle, generates Warfield. Increases his Dodge by 25% and Crit Res by 200%, while restoring HP every second equal to 5% of Max HP. When Lu Bu takes fatal damage, he ignores it and becomes Invincible for 2s, restoring 50% of Max HP and 200 Rage. Can be triggered up to 5 times per battle. | Upgrade 1: HP recovery increased to 6% of Max HP. / Upgrade 2: HP recovery increased to 8% of Max HP. / Upgrade 3: HP recovery increased to 10% of Max HP. | Lu Bu’s attacks are guaranteed to hit enemies. | |
| Lu Bu | Talent | Talent | Ultimate Skill Enhancement: In PVP modes, instantly kills Summoned Units. If the Ultimate Skill kills the main target, restores 600 Rage. | Upgrade 1: Quantum Slash Enhancement: Targets hit have a certain chance to enter the state of Cowardice: cannot perform Basic Attacks for 2s. / Upgrade 2: Heavenly Commander Enhancement: In PVP modes, Lu Bu enters the Tyrant state (cannot be dispelled), duration lasts for the entire battle. / Upgrade 3: Total Massacre Enhancement: While Lu Bu is on the battlefield, enemy units cannot revive or trigger death effects. (Not effective against Bosses and Elites.) / Upgrade 4: Plasma Breakthrough Enhancement: At the start of battle, Lu Bu activates his Ultimate Skill 1 time(s) without cost. | — |
| Kira | Skill 1 | Deploys a magnetic field in the largest cluster of enemies, applies energy chains to enemies around, stuns targets for 1s, interrupts Charge effects and blocks movement skills, simultaneously dispels half of the Light Barrier stacks and deals damage each second equal to 10% of Kira’s Max HP, duration 4s. Chained targets leaving the center of the field by a small distance can remove the chains but receive damage equal to 30% of Kira’s Max HP and are stunned for 3s. The magnetic field on disappearance applies the same effect to chained targets and additionally pulls them to the center of the field. | Upgrade 1: Damage each second is increased to 12% of Kira’s Max HP. / Upgrade 2: Damage each second is increased to 14% of Kira’s Max HP. / Upgrade 3: Damage each second is increased to 16% of Kira’s Max HP. / Upgrade 4: Damage each second is increased to 18% of Kira’s Max HP. | Upon activation, for every 1 energy chain on the battlefield applies 1 stacks of Light Barrier to all allied Energy/Hunter/Support heroes. | |
| Kira | Skill 2 | Shoots a sphere at 2 allied heroes, applying a Shield equal to 40% of Kira’s Max HP for 5s. When applying the Shield, dispels all Control effects from the target, and knocks back enemies around the target a short distance. | Upgrade 1: Shield amount increased to 45% of Kira’s Max HP. / Upgrade 2: Shield amount increased to 50% of Kira’s Max HP. / Upgrade 3: Shield amount increased to 55% of Kira’s Max HP. / Upgrade 4: Shield amount increased to 60% of Kira’s Max HP. | Upon activation, restores 50 Energy to self and the targeted ally. | |
| Kira | Skill 3 | While Kira is on the battlefield, allies who received the Light Barrier additionally increase their ATK by 1%, in PVP modes the effect is doubled, stacking up to 35 times max. All allied heroes upon receiving a total of 10 stacks of Light Barrier activate the effect: Kira restores 20% of Kira’s HP and 40 Energy for the ally wth the lowest HP. | Upgrade 1: ATK bonus per each Light Barrier stack increased to 1.5% ATK. / Upgrade 2: ATK bonus per each Light Barrier stack increased to 2% ATK. / Upgrade 3: ATK bonus per each Light Barrier stack increased to 2.5% ATK. | At the start of battle, Kira increases 30% HP and 25% Shield and Healing effects. | |
| Kira | Skill 4 | When Kira receives lethal damage, she ignores it and becomes Invincible for 3s, restores 100% HP and 600 Energy, simultaneously receives 3 stacks of Light Barrier. When any allied target receives more than 20 stacks of Light Barrier, Kira converts 10 stacks of Light Barrier into the same effect of death ignore, and also increases the damage dealt by the target by 15%. This effect activates 1 times within 5s, max. can be activated by one target 3 times. | Upgrade 1: After conversion, the damage bonus is increased to 20%. / Upgrade 2: After conversion, the damage bonus is increased to 25%. / Upgrade 3: After conversion, the damage bonus is increased to 30%. | After conversion additionally increases the target’s Max HP by 1000% of their ATK, and restores the same amount of HP. | |
| Kira | Talent | Talent | Ultimate Enhancement: In PVP modes, energy chains instantly execute Summoned Creatures (Deals True Damage to Large Summoned Creatures equal to 50% of their Max HP). | Upgrade 1: Life’s Veil Enhancement: The Shield on disappearance generates 3 stacks of Light Barrier. / Upgrade 2: Cosmic Radiance Enhancement: At the start of battle, applies 5 stacks of Light Barrier to all allied Energy/Hunter/Support heroes. / Upgrade 3: Dimension Keeper Enhancement: The condition for converting Light Barrier is reduced to 7 stacks. | — |
| R-0S | Skill 1 | R-0S Charges in the chosen direction and performs continuously Cross Slashes during the Charge (slash frequency increases depending on AS). Deals damage equal to 1300% of ATK to all enemies along the path and drags the first target to the end of the Charge. At the end of the Charge, R-0S deals slash damage to the enemy in front equal to 500% of ATK. Damage from this skill cannot be Critical. | Upgrade 1: Damage from Cross Slash increased to 1400% of ATK, and damage from the slash increased to 600% of ATK. / Upgrade 2: Damage from Cross Slash increased to 1500% of ATK, and damage from the slash increased to 700% of ATK. / Upgrade 3: Damage from Cross Slash increased to 1600% of ATK, and damage from the slash increased to 800% of ATK. / Upgrade 4: Damage from Cross Slash increased to 1700% of ATK, and damage from the slash increased to 900% of ATK. | If the slash hits only 1 target, stuns the target for 1s and deals double damage. | |
| R-0S | Skill 2 | R-0S fiercely slashes the enemy in front, dealing damage equal to 1000% of ATK. | Upgrade 1: Damage increased to 1100% of ATK. / Upgrade 2: Damage increased to 1200% of ATK. / Upgrade 3: Damage increased to 1300% of ATK. / Upgrade 4: Damage increased to 1400% of ATK. | After each Basic Attack, R-0S’s damage dealt increases by 20%, and AS increases by 100, stacks up to 10 times. | |
| R-0S | Skill 3 | When R-0S’s Charge is interrupted, using inertia, he rotates his body and simultaneously releases a circular Ion Blade, dealing damage equal to 7000% of ATK to surrounding enemies and knocking them back. Simultaneously converts Charge inertia into energy. Restores 300 Rage. If R-0S’s Charge is not interrupted, he restores 150 Rage after the end of the Charge. | Upgrade 1: Damage increased to 7500% of ATK. / Upgrade 2: Damage increased to 8000% of ATK. / Upgrade 3: Damage increased to 8500% of ATK. | If the circular Ion Blade does not deal damage to enemies, additionally restores 300 Rage. | |
| R-0S | Skill 4 | R-0S gains ATK equal to 4% of Max HP. When R-0S receives lethal damage, activates emergency mechanism and enters AI mode: restores 100% HP, increases AS by 1000, and restores 10 Rage every second. Activates only once per battle. | Upgrade 1: Rage restoration per second increased to 15. / Upgrade 2: Rage restoration per second increased to 20. / Upgrade 3: Rage restoration per second increased to 25. | In AI state, damage received is reduced by 30%. | |
| R-0S | Talent | Talent | Ultimate Skill Enhancement: R-0S’s Damage Reduction during battle increased by 80%. | Upgrade 1: Fierce Slash Enhancement: R-0S restores HP equal to 95% of damage dealt when slashing. / Upgrade 2: Kinetic Conversion Enhancement: Radius of the circular Ion Blade increased by 30%. / Upgrade 3: Deadly Assault Enhancement: In AI state, for each allied Terran hero’s death, R-0S restores 10% HP, in PvP modes effect is increased to 20%. | — |
| Iria | Skill 1 | Iria summons a Field of Radiance in a large area. Allied units within the field restore HP equal to 5% of Iria's Max HP. Simultaneously dispels the Invisibility state from enemies and with a 50% chance (depending on Iria's Accuracy) inflicts Stun, for 4s. | Upgrade 1: HP restoration increased to 6% of Iria's Max HP. / Upgrade 2: HP restoration increased to 7% of Iria's Max HP. / Upgrade 3: HP restoration increased to 8% of Iria's Max HP. / Upgrade 4: HP restoration increased to 10% of Iria's Max HP. | Heavenly Hymn healing effect increased by 20%. | |
| Iria | Skill 2 | Iria fires 3 light volleys at a chosen target, each volley deals damage equal to 250% of Iria's ATK. Each volley has a 50% chance (depending on Iria's Accuracy) to inflict Stun for 4s. | Upgrade 1: Damage per volley increased to 300% of Iria's ATK. / Upgrade 2: Damage per volley increased to 350% of Iria's ATK. / Upgrade 3: Damage per volley increased to 400% of Iria's ATK. / Upgrade 4: Damage per volley increased to 450% of Iria's ATK. | Each volley burns 100 Energy from the enemy. | |
| Iria | Skill 3 | When enemies are nearby, Iria uses holy power to create an aura. Knocks back all enemies (regardless of control effects and enemy Invincibility), dealing damage equal to 250% of Iria's ATK. Can activate once every 12s. | Upgrade 1: Damage increased to 300% of Iria's ATK. / Upgrade 2: Damage increased to 350% of Iria's ATK. / Upgrade 3: Damage increased to 400% of Iria's ATK. | Aura radius increased by 100%. | |
| Iria | Skill 4 | Iria, upon receiving fatal damage, ignores it and restores 60% Max HP and 300 Energy. This effect activates only once per battle. During the formation of a squad or in battle, Iria can be counted as two Terran heroes. | Upgrade 1: HP restoration increased to 70% of Max HP. / Upgrade 2: HP restoration increased to 80% of Max HP. / Upgrade 3: HP restoration increased to 100% of Max HP. | When Higher Blessing is activated, immediately triggers Ultimate Skill without Energy cost. | |
| Iria | Talent | Talent | Iria's Stun duration extended by 8s. | Upgrade 1: Divine Radiance Enhancement: Reduces Energy/Rage recovery speed of affected target by 90% for 8s. / Upgrade 2: Ultimate Skill Enhancement: Dispels Stun and Fear effects from all allies within the field's radius, and also dispels from all enemies within the radius the effects of Invincibility, Shields, Thunder Shield, and Light Barrier. / Upgrade 3: Before the first Ultimate Skill activation in battle, restores 300 Energy per second. | — |
| Sona | Skill 1 | Sona raises her shield and creates a protective field, she gains 35% Damage Reduction and 50% Damage Reflection. If the attacking targets are Energy Heroes or Hunters, the Damage Reflection percentage is additionally increased by 50%. In PVE modes, Damage Reflection is additionally increased by 100%. Damage Reflection: When receiving damage, deals a certain percentage of that damage to the attacking target. | Upgrade 1: Damage Reflection percentage increased to 60%. / Upgrade 2: Damage Reflection percentage increased to 70%. / Upgrade 3: Damage Reflection percentage increased to 80%. / Upgrade 4: Damage Reflection percentage increased to 90%. | In PVP modes, during the field’s duration, dispels Invincibility effects from targets that touched the field and knocks them back. | |
| Sona | Skill 2 | Sona performs a forward slash, dealing damage equal to 10% of Max HP and knocking down the target. When activating this skill, she is immune to damage. Damage from this skill is calculated instantly and cannot be interrupted. | Upgrade 1: Damage increased to 12% of Sona's Max HP. / Upgrade 2: Damage increased to 14% of Sona's Max HP. / Upgrade 3: Damage increased to 16% of Sona's Max HP. / Upgrade 4: Damage increased to 18% of Sona's Max HP. | Each time Sona activates this skill, she gains 8% Damage Reduction. (Stacks up to 400%.) | |
| Sona | Skill 3 | After the start of battle, Sona enters a defensive state and provokes all enemies. During provocation she does not use Basic Attacks and gains the Domination state. 20% of received damage is stored into Sona's subsequent Basic Attack and converted into True Damage (In PVE modes the stored damage cannot exceed 200% of Sona's Max HP). | Upgrade 1: Damage conversion percentage increased to 25%. / Upgrade 2: Damage conversion percentage increased to 30%. / Upgrade 3: Damage conversion percentage increased to 35%. | After the start of battle gains Invincibility for 5s, cannot be dispelled. | |
| Sona | Skill 4 | Sona gains the Guardian state until the end of battle. Max HP becomes unaffected by any neative effects. Every 6s restores 4% of Max HP and dispels Control effects. | Upgrade 1: HP restoration increased to 5% of Max HP. / Upgrade 2: HP restoration increased to 6% of Max HP. / Upgrade 3: HP restoration increased to 7% of Max HP. | After the start of battle increases Max HP by 150%. | |
| Sona | Talent | Talent | Ultimate Skill Enhancement: During the field’s duration, all allies gain 20% Damage Reduction. | Upgrade 1: Heavy Strike Enhancement: CD of this skill reduced by 2s. / Upgrade 2: Quasar Parry Enhancement: When the field is present, received damage will also be added to the next Basic Attack. / Upgrade 3: Regeneration Enhancement: HP restoration interval reduced to 2s. | — |
| Rick | Skill 1 | Rick switches the weapon to burst mode, the Basic Attack is replaced with 3 bullets for 4s, each bullet deals damage equal to 250% of Rick’s ATK. This skill activates Basic Attack effects. Each bullet, upon dealing damage, applies 1 stack of Gunshot Wound to the target. | Upgrade 1: Damage of each bullet is increased to 275% of ATK. / Upgrade 2: Damage of each bullet is increased to 300% of ATK. / Upgrade 3: Damage of each bullet is increased to 325% of ATK. / Upgrade 4: Damage of each bullet is increased to 350% of ATK. | In battle, before the first activation of the Ultimate Skill, restores 200 Energy every second. | |
| Rick | Skill 2 | Rick fires at the target with the highest number of Gunshot Wound stacks, piercing all targets in the path and dealing damage equal to 800% of ATK. For each stack of Gunshot Wound, additionally deals damage equal to 0.1% of the target’s Max HP; in PVE modes, this damage cannot exceed 600% of Rick’s ATK. | Upgrade 1: Damage is increased to 900% of ATK. / Upgrade 2: Damage is increased to 1000% of ATK. / Upgrade 3: Damage is increased to 1100% of ATK. / Upgrade 4: Damage is increased to 1200% of ATK. | At the start of battle, Rick activates Double Tap and additionally applies 20 stacks of Gunshot Wound to the affected target. | |
| Rick | Skill 3 | Rick’s Basic Attacks (including Basic Attack Effects) or skills, when dealing damage, apply 1 stack of Gunshot Wound to enemies; each stack reduces the target’s Healing effects by 1%. | Upgrade 1: The Healing reduction effect is increased to 1.2% per stack. / Upgrade 2: The Healing reduction effect is increased to 1.4% per stack. / Upgrade 3: The Healing reduction effect is increased to 1.6% per stack. | For every accumulation of 5 stacks of Gunshot Wound, dispels Invincibility and Domination effects from the target and stuns them for 0.5s. | |
| Rick | Skill 4 | At the start of battle, Rick applies 6 stacks of Light Barrier to himself. When each stack of Light Barrier is consumed, gains a Shield equal to 15% of Max HP and increases Attack Speed by 500. | Upgrade 1: The number of Light Barrier stacks is increased to 9. / Upgrade 2: The number of Light Barrier stacks is increased to 12. / Upgrade 3: The number of Light Barrier stacks is increased to 15. | When Rick receives lethal damage, he ignores it and restores 100% of Max HP, and also applies 10 stacks of Light Barrier to himself. This effect can be triggered once per battle. | |
| Rick | Talent | Talent | In PVP modes, Basic Attacks or skills, when dealing damage, can instantly execute targets with less than 20% HP (regardless of Ignore Death and Invincibility effects). | Upgrade 1: Double Tap Enhancement: When this skill deals damage, additionally applies 10 stacks of Gunshot Wound to the target. / Upgrade 2: Silver Bullets Enhancement: When applying 1 stack of Gunshot Wound to an enemy target, reduces the target’s Energy or Rage by 15. / Upgrade 3: The Hunt Isn’t Over! Enhancement: When Rick has 10 or more stacks of Light Barrier, dispels Control effects from himself (including Charm, Fear, and Taunt) and gains the Domination state. | — |
| Edward | Skill 1 | Bloodletting | Edward teleports behind the target with the highest amount of Energy or Rage and strikes with his blade, dealing True Damage equal to 2500% of ATK, and also applies Bloodletting effect to the enemy, stacking up to 3 times. Bloodletting: every second takes damage equal to 1% of Max HP, in PVE modes cannot exceed 200% of Edward’s ATK. In PVP modes, damage from this skill instantly executes targets with HP below 30% (ignoring Invincibility and Death Immunity effects). | Upgrade 1: Damage increased to 2700% of ATK. / Upgrade 2: Damage increased to 2900% of ATK. / Upgrade 3: Damage increased to 3100% of ATK. / Upgrade 4: Damage increased to 3300% of ATK. | For each instance of Bloodletting on the battlefield, Edward restores 1% of Max HP every second. |
| Edward | Skill 2 | Dark Assault | Edward summons a swarm of bats to attack the target with the highest amount of Energy/Rage, dealing damage equal to 1000% of ATK every second for 8s. | Upgrade 1: Damage increased to 1100% of ATK. / Upgrade 2: Damage increased to 1200% of ATK. / Upgrade 3: Damage increased to 1300% of ATK. / Upgrade 4: Damage increased to 1400% of ATK. | This skill has 50% Lifesteal. |
| Edward | Skill 3 | Clinical Vampirism | Each time Edward restores HP with his Skills, he gains 1 stack of Bloodthirst, each stack grants 4% ATK, stacking up to 50 times. | Upgrade 1: ATK increased by 5%. / Upgrade 2: ATK increased by 6%. / Upgrade 3: ATK increased by 7%. | Max number of Bloodthirst stacks increased to 100. |
| Edward | Skill 4 | Dark Necromancer | During the formation of a squad, during battle or in Soul Rubellite Mine Edward can be considered a Wenfyr and a Terran Hero. After death, Edward revives, losing all Bloodthirst stacks, has 100% HP and 300 Energy, can activate 2 times per battle. | Upgrade 1: Energy amount increased to 400. / Upgrade 2: Energy amount increased to 500. / Upgrade 3: Energy amount increased to 600. | Upon revival, inherits all Bloodthirst stacks. |
| Edward | Talent | Talent | Ultimate Skill Enhancement: For each 1 Energy or Rage the target has, damage from this skill additionally increases by 1%. | Upgrade 1: Dark Assault Enhancement: A target under the effect of this skill cannot activate their Ultimate Skill. / Upgrade 2: Clinical Vampirism Enhancement: Upon death, for each Bloodthirst stack Edward deals damage to all enemies equal to 50% of ATK. / Upgrade 3: Dark Necromancer Enhancement: Upon revival, activates Dark Assault on all enemies. | — |
| Seraphina Aubrey | Skill 1 | Seraphina Aubrey imprints a magical totem under all enemy heroes; the totem dispels Invincibility and Shields from enemy targets in the area (does not work against Bosses), deals damage equal to 18% of Seraphina's Max HP every 0.5s, and Knocks them Down for 3 attacks. Targets attacked by the totem cannot move, restore Energy or Rage, and cannot activate their Ultimate Skill for 2s. After the totem's attacks are completed, the Throne of Titans is summoned in the center of the battlefield, dealing damage equal to 60% of Seraphina's Max HP to all enemies, and knocking all targets back toward Seraphina. Damage from this skill interrupts Charges, is calculated instantly, cannot be delayed, and cannot be Critical. | Upgrade 1: Damage from the totem every second is increased to 20% of Max HP. / Upgrade 2: Damage from the totem every second is increased to 22% of Max HP. / Upgrade 3: Damage from the totem every second is increased to 24% of Max HP. / Upgrade 4: Damage from the totem every second is increased to 26% of Max HP. | Each time before activating her Ultimate Skill, Seraphina Aubrey gains 85% bonus damage for 4s. | |
| Seraphina Aubrey | Skill 2 | Seraphina Aubrey chooses the allied target with the lowest HP and applies the Dynamic Crushing effect to herself and the ally for 3s. Dynamic Crushing: Instantly restores HP equal to 25% of Max HP; every 1s, deals damage to surrounding enemies equal to 15% of Seraphina's Max HP and Knocks them Down. Damage from this skill interrupts Charges, is calculated instantly, cannot be delayed, and cannot be Critical. | Upgrade 1: Restoration increased to 28% of Max HP. / Upgrade 2: Restoration increased to 31% of Max HP. / Upgrade 3: Restoration increased to 34% of Max HP. / Upgrade 4: Restoration increased to 37% of Max HP. | After activating the skill, additionally restores 100 Energy. | |
| Seraphina Aubrey | Skill 3 | Seraphina Aubrey increases her Max HP by 75%. At the start of the battle, Seraphina creates a Titanic Field around herself, duration for the entire battle. Allies in the Titanic Field restore 15 Energy every second, while enemies lose 15 Energy/Rage every second. All damage from enemies within the field (including True Damage) dealt to Seraphina is reduced by 90%. | Upgrade 1: Energy restoration for allies in the field is increased to 20 per second, and Energy/Rage loss for enemies is increased to 20 per second. / Upgrade 2: Energy restoration for allies in the field is increased to 25 per second, and Energy/Rage loss for enemies is increased to 25 per second. / Upgrade 3: Energy restoration for allies in the field is increased to 30 per second, and Energy/Rage loss for enemies is increased to 30 per second. | Seraphina Aubrey deals 40% more damage to enemies within the field. | |
| Seraphina Aubrey | Skill 4 | Seraphina Aubrey gains the Guardian status until the end of the battle. In battle, restores HP equal to 2% of Max HP every second; when HP falls below 50%, instantly gains Invincibility for 3s, Max HP increases by 30%, then instantly restores all HP and Energy, max activations per battle - 3 times. | Upgrade 1: HP restoration every second increased to 2.5% of Max HP. / Upgrade 2: HP restoration every second increased to 3% of Max HP. / Upgrade 3: HP restoration every second increased to 3.5% of Max HP. | In PVP modes, Seraphina Aubrey gains the Domination status until the end of the battle. | |
| Seraphina Aubrey | Talent | Talent | Ultimate Skill Enhancement: This skill deals 20% bonus damage to Ranged enemies. | Upgrade 1: Dynamic Crushing Enhancement: When restoring HP, gains a Shield equal to the restored HP. / Upgrade 2: Titanic Bastion Enhancement: Enemy targets outside the field area take 20% of the damage they deal to Seraphina Aubrey. / Upgrade 3: Throne Essence Enhancement: Seraphina Aubrey's Max HP is unaffected by any negative effects. / Upgrade 4: Siege Alliance Enhancement: Activates only once at the start of the battle; Seraphina Aubrey chooses 1 allies with the highest Max HP (cannot choose herself) and restores all Energy to herself and the chosen allies. | — |
| Franco | Skill 1 | Farewell Downpour | Franco casts a spell to summon a downpour on the battlefield; all allied Hunter heroes receive the Storm status for 4s. All enemy targets receive the Prey status for 8s. Storm status: Attack Speed becomes max, Crit Damage is increased by 40%, receive 4 layers of Light Barrier, and Franco receives 6 additional layers. Prey status: Receive 35% bonus damage from Ranged targets, Crit Resistance is reduced by 60%, and Energy or Rage restoration is reduced by 30%. | Upgrade 1: Storm Crit Damage increased to 45%, and Prey Energy or Rage restoration reduction increased to 35%. / Upgrade 2: Storm Crit Damage increased to 50%, and Prey Energy or Rage restoration reduction increased to 40%. / Upgrade 3: Storm Crit Damage increased to 55%, and Prey Energy or Rage restoration reduction increased to 45%. / Upgrade 4: Storm Crit Damage increased to 60%, and Prey Energy or Rage restoration reduction increased to 50%. | After activating the Ultimate Skill, instantly restores 100 Energy. |
| Franco | Skill 2 | Explosive Volley | Franco fires a volley of arrows at the enemy target with the lowest HP; the arrows explode upon hitting the target, dealing damage to enemies in the area equal to 450% ATK and reducing their Energy by 200; then, the main target is pushed back to the edge of the battlefield and stunned for 2s. | Upgrade 1: Damage increased to 500% ATK. / Upgrade 2: Damage increased to 550% ATK. / Upgrade 3: Damage increased to 600% ATK. / Upgrade 4: Damage increased to 650% ATK. | Upon impact, dispels Shield effects from the target (not effective against Bosses). |
| Franco | Skill 3 | Ephemeral Shadow | Every 3rd Basic Attack of Franco activates an effect: deals True Damage equal to 1800% of ATK. After each activation of the Basic Attack effect, Franco increases Ranged Damage by 5% and ATK by 8%, stacking infinitely for the entire battle. | Upgrade 1: After each activation of the Basic Attack effect, increases Ranged Damage by 6% and ATK by 9%. / Upgrade 2: After each activation of the Basic Attack effect, increases Ranged Damage by 7% and ATK by 10%. / Upgrade 3: After each activation of the Basic Attack effect, increases Ranged Damage by 8% and ATK by 11%. | After activating the Basic Attack effect, Franco additionally increases Attack Speed by 10%. |
| Franco | Skill 4 | Midnight Rain | At the start of the battle, Franco applies 6 layers of Light Barrier to all allies and restores 200 Energy to them. When Franco's HP falls below 50%, he instantly gains Invincibility for 5s and the Domination status, restoring 600 Energy. This effect activates 1 times per battle. | Upgrade 1: The number of Light Barrier layers applied at the start of the battle is increased to 7. / Upgrade 2: The number of Light Barrier layers applied at the start of the battle is increased to 8. / Upgrade 3: The number of Light Barrier layers applied at the start of the battle is increased to 9. | After Invincibility ends, instantly receives 3 layers of Light Barrier. |
| Franco | Talent | Talent | Ultimate Skill Enhancement: Storm status Enhancement: additionally grants 80% Damage Reduction; Prey status Enhancement: additionally reduces Movement Speed by 70%. | Upgrade 1: Explosive Volley Enhancement: Affected targets cannot use movement skills for 4s. / Upgrade 2: Ephemeral Shadow Enhancement: In PVP modes, damage from the Basic Attack effect dispels Invincibility and Shield effects from targets. / Upgrade 3: Midnight Rain Enhancement: In PVP modes, Franco receives 1 layers of Light Barrier every 2s. | — |
| Fred | Skill 1 | Blood Moon | Fred generates a Crescent to increase Attack Speed by 30%, Crit Rate by 4%, and single-target damage by 15% until the end of the battle, stacks up to 6 times. Upon each activation of Blood Moon, Fred gains 3 layers of Bloodlust. Max Bloodlust layers: 10(After reaching the maximum 6 layers of the Blood Moon, if Fred holds no less than 6 Bloodlust layers, he will not cast his Ultimate Skill even at full Energy). Passive Effect: At the start of the battle, Fred gains 2 layers of Bloodlust. | Upgrade 1: Each activation of Crescent increases Attack Speed by 35%. / Upgrade 2: Each activation of Crescent increases Attack Speed by 40%. / Upgrade 3: Each activation of Crescent increases Attack Speed by 45%. / Upgrade 4: Each activation of Crescent increases Attack Speed by 50%. | Upon activating this skill, Fred cannot be targeted for 2s. |
| Fred | Skill 2 | Instant Kill | Fred teleports behind the target with the lowest HP and slashes them, dealing damage equal to 2500% of ATK. Activating this skill requires 1 layer of Bloodlust, with an interval between reactivations of no less than 3s. | Upgrade 1: Damage increased to 2600% of ATK. / Upgrade 2: Damage increased to 2700% of ATK. / Upgrade 3: Damage increased to 2800% of ATK. / Upgrade 4: Damage increased to 2900% of ATK. | This skill has 35% Lifesteal. |
| Fred | Skill 3 | Rage Suppression | When dealing damage to a target, Fred reduces their Rage and Energy by 30 while simultaneously restoring 25 Energy to himself. | Upgrade 1: When dealing damage, reduces their Rage and Energy by 40. / Upgrade 2: When dealing damage, reduces their Rage and Energy by 50. / Upgrade 3: When dealing damage, reduces their Rage and Energy by 60. | At the start of the battle, Fred instantly gains 200 Energy. |
| Fred | Skill 4 | Moon Phantom | When Fred's HP falls below 50%, he instantly gains Invincibility for 3s and restores all HP and Energy. After Invincibility ends, he enters Invisibility status for 20s. In the Invisibility status, Fred's ATK increases by 100%. Invisibility: Cannot be targeted by attacks or skills, can pass through targets, all damage taken is reduced by 75%. This effect activates 1 times per battle. | Upgrade 1: During Invisibility, ATK increases by 110%. / Upgrade 2: During Invisibility, ATK increases by 120%. / Upgrade 3: During Invisibility, ATK increases by 130%. | During Invisibility, Fred increases Crit Damage by 40%. |
| Fred | Talent | Talent | Ultimate Enhancement: When enemy units die, Fred gains 2 layers of Bloodlust. | Upgrade 1: Instant Kill Enhancement: If Fred's Energy is higher than the target's, the skill deals additional True Damage equal to 3500% of Fred's ATK when dealing damage. (Vanguard hero Energy is always considered 0.) / Upgrade 2: Rage Suppression Enhancement: When dealing damage, applies an effect granting 10% bonus damage from heroes, stacks up to 10 times. / Upgrade 3: Moon Phantom Enhancement: In PVP modes, while Fred is in the Invisibility status, dealing damage additionally reduces Energy or Rage by 100; if the target's HP is below 40%, he instantly executes them (ignoring Invincibility and Death-Defying effects). | — |
| Obirus | Skill 1 | Axe Ram | Obirus performs a Charge at the enemy with the lowest HP, dealing damage to the target and surrounding enemies in a small area equal to 2500% of ATK and Stunning them for 3s. During the Charge, all targets along the path receive damage equal to 1000% of ATK and are knocked into the air. Damage from this skill cannot be Critical; if the target's HP is below 50%, Obirus deals double damage to them. Passive effect: For each enemy target within melee range, Obirus gains 20% bonus melee damage, 8% Rage accumulation, and damage taken is reduced by 10%, stacking up to 8 times. | Upgrade 1: Damage to the main target is increased to 2700% of ATK. / Upgrade 2: Damage to the main target is increased to 2900% of ATK. / Upgrade 3: Damage to the main target is increased to 3100% of ATK. / Upgrade 4: Damage to the main target is increased to 3300% of ATK. | Damage to the main target becomes True Damage. |
| Obirus | Skill 2 | Guillotine Mill | Obirus strikes all nearby enemies with his axe, dealing damage equal to 1800% ATK and knocking them into the air. For each target hit, the CD of this skill is reduced by 1s, and Obirus increases Damage Reduction by 15% for 5s. Damage from this skill cannot be Critical. | Upgrade 1: Damage is increased to 2000% of ATK. / Upgrade 2: Damage is increased to 2200% of ATK. / Upgrade 3: Damage is increased to 2400% of ATK. / Upgrade 4: Damage is increased to 2600% of ATK. | This skill gains 40% Lifesteal. |
| Obirus | Skill 3 | Executioner's Majesty | When allied heroes Charge, Obirus gains 1 stack of Majesty; upon accumulating 6 stacks of Majesty, Obirus consumes all stacks: instantly restores 300 Rage, gains 35% bonus Damage and 70% ATK for 6s. Bonus Damage and ATK from consuming Majesty stack up to 5 times. | Upgrade 1: Instant Rage restoration is increased to 350. / Upgrade 2: Instant Rage restoration is increased to 400. / Upgrade 3: Instant Rage restoration is increased to 450. | Upon consuming Majesty, additionally gains a 20% Shield effect. |
| Obirus | Skill 4 | Heart of Honor | Obirus permanently gains Base ATK equal to 4% of Max HP; in battle, damage taken from Melee attacks is reduced by 70%; when Obirus's HP falls below 40%, he instantly gains Invincibility for 3s, and restores all HP and Rage. This effect activates 2 times per battle. | Upgrade 1: In battle, damage taken from Melee attacks is reduced by 75%. / Upgrade 2: In battle, damage taken from Melee attacks is reduced by 80%. / Upgrade 3: In battle, damage taken from Melee attacks is reduced by 85%. | At the start of the battle, applies Domination status to himself and allies in the same row for 3s. |
| Obirus | Talent | Talent | Ultimate Skill Enhancement: Damage from the Charge dispels Invincibility and Shield effects. | Upgrade 1: Guillotine Mill Enhancement: Each time after activating the skill, restores HP to the ally with the lowest HP equal to 25% of Obirus's HP. / Upgrade 2: Executioner's Majesty Enhancement: The condition for consuming Majesty is reduced to 3 stacks. / Upgrade 3: Heart of Honor Enhancement: 3s after the start of the battle, Obirus gains Shield of Majesty for 15s. Shield of Majesty: Cannot receive damage exceeding 5% of Max HP at a single time. | — |
| Stella | Skill 2 | Deadly Nectar | Stella releases a poisonous sphere into the largest cluster of enemies; upon contact with enemies, the sphere explodes, dealing damage to all enemies in the area equal to 2800% of ATK, and applies 2 stacks of Poison for 5s. Poison: For each stack, the target deals 8% less damage, and also takes 15% more damage, stacking up to 20 times. | Upgrade 1: Damage from the sphere's explosion is increased to 3000% of ATK. / Upgrade 2: Damage from the sphere's explosion is increased to 3200% of ATK. / Upgrade 3: Damage from the sphere's explosion is increased to 3400% of ATK. / Upgrade 4: Damage from the sphere's explosion is increased to 3600% of ATK. | Each time applying Poison to enemies, Stella restores 60 Energy. |
| Stella | Skill 3 | Poisonous Aura | At the start of the battle, Stella creates a Poisonous Aura in allied mid-row that lasts for 15s. Within the aura zone, all allied Energy heroes restore 100 Energy every second; enemy units in the aura zone have their Energy or Rage restoration reduced by 80%, and also take 200% more damage from Energy heroes. | Upgrade 1: Aura duration is increased to 16s. / Upgrade 2: Aura duration is increased to 17s. / Upgrade 3: Aura duration is increased to 18s. | Stella's damage within the aura zone is increased by 80%. |
| Stella | Skill 4 | Gu-Avatar | Upon taking damage, Stella instantly gains the Untouchable state for 2s (Cannot be targeted) and restores HP equal to 15% of Max HP; this effect activates only once every 8s. In battle, when Stella's HP falls below 50% for the first time, she instantly restores 40% of Max HP and 600 Energy, and also gains the Gu-Avatar state until the end of the battle. Gu-Avatar: Damage taken at one time cannot exceed 18% of Stella's Max HP. | Upgrade 1: HP restoration upon taking damage is increased to 17% of Max HP. / Upgrade 2: HP restoration upon taking damage is increased to 19% of Max HP. / Upgrade 3: HP restoration upon taking damage is increased to 21% of Max HP. | The Gu-Avatar state additionally grants 70% Damage Reduction. |
| Stella | Talent | Talent | Ultimate Skill Enhancement: 3s after the start of the battle, Stella instantly gains 600 Energy. | Upgrade 1: Deadly Nectar Enhancement: After activating the Ultimate Skill, instantly resets the CD of Deadly Nectar. / Upgrade 2: Poisonous Aura Enhancement: Enemy targets in the aura zone are Stunned for 2s every 6s; allied targets increase Ranged Damage by 100%. / Upgrade 3: Gu-Avatar Enhancement: In the Gu-Avatar state, Stella increases Crit Damage by 180%, gains 50% Lifesteal, and Energy restoration is increased by 40%. | — |
| Rek | Skill 1 | Rek swings his battleaxe, dealing damage to surrounding enemies equal to 45% Max HP, then slashes enemies in front, dealing damage equal to 65% Max HP in a small area and applying the Grave Guard effect to himself for 6s. Damage from this skill cannot be critical, is calculated instantly, and cannot be interrupted. Grave Guard: Ranged damage taken is reduced by 70%, restores HP every second equal to 8% Max HP; each time damage is received, Knocks Down the attacking target. | Upgrade 1: HP restoration effect is increased to 9% Max HP per second. / Upgrade 2: HP restoration effect is increased to 10% Max HP per second. / Upgrade 3: HP restoration effect is increased to 11% Max HP per second. / Upgrade 4: HP restoration effect is increased to 12% Max HP per second. | When dealing damage, the Ultimate Skill Knocks Down enemies for 2s. | |
| Rek | Skill 2 | Rek applies a Shield equal to 35% of Rek's Max HP to himself and the target with Protection, and increases Max HP by 8% until the end of the battle. Max HP increase effect stacks up to 10 times. | Upgrade 1: Shield Amount is increased to 40% of Rek's Max HP. / Upgrade 2: Shield Amount is increased to 45% of Rek's Max HP. / Upgrade 3: Shield Amount is increased to 50% of Rek's Max HP. / Upgrade 4: Shield Amount is increased to 55% of Rek's Max HP. | At the start of the battle, Rek applies a Shield equal to 50% of Rek's Max HP to the target with Protection. | |
| Rek | Skill 3 | At the start of the battle, Rek selects the target with the highest Max HP (cannot select himself) for Protection. Protection: Increases Damage Reduction by 70%. When the HP of the target with Protection falls below 50%, Rek consumes his own HP equal to 15% Max HP to restore the target's HP equal to 25% Max HP; this effect activates only once every 5s. | Upgrade 1: Damage Reduction of the target with Protection is increased to 75%. / Upgrade 2: Damage Reduction of the target with Protection is increased to 80%. / Upgrade 3: Damage Reduction of the target with Protection is increased to 85%. | Shield effects of the target with Protection are increased by 40%. | |
| Rek | Skill 4 | In battle, Rek gradually restores HP, every 5s restoring HP equal to 7% Max HP. The lower Rek's HP level, the more HP he restores; when his lost HP exceeds 50%, the HP restoration effect is doubled. When HP level falls below 50%, instantly restores HP equal to 40% Max HP and gains Invincibility for 2s. This effect activates 2 times per battle. | Upgrade 1: In battle, Rek restores HP equal to 8% Max HP every 5s. / Upgrade 2: In battle, Rek restores HP equal to 9% Max HP every 5s. / Upgrade 3: In battle, Rek restores HP equal to 10% Max HP every 5s. | While Rek is in battle, increases HP restoration by 5% for all allied heroes every second, stacking up to 70%. | |
| Rek | Talent | Talent | Ultimate Skill Enhancement: Upon activating the Ultimate Skill, additionally applies the Grave Guard effect to the target with Protection. | Upgrade 1: Coalition Bulwark Enhancement: Each time after activating the Ultimate Skill, instantly resets the CD of this skill. / Upgrade 2: Aegis of Devotion Enhancement: While the target with Protection is alive, Rek increases Energy restoration by 35%. While Rek is alive, the target with Protection increases HP restoration by 50%. / Upgrade 3: Indomitable Spirit Enhancement: Any damage taken by Rek is reduced by 70% (Including True Damage). Activates once every 5s in battle: Rek randomly selects an allied hero (prioritizing targets without the Domination state) and dispels Control effects from them. | — |
| Phoenix | Skill 1 | Twilight Volley | Phoenix fires 10 bolts at the enemy hero with the lowest HP, each bolt dealing damage equal to 280% ATK and reducing Movement Speed by 8% for 4s. This skill triggers Basic Attack effects. | Upgrade 1: Damage from each bolt is increased to 300% ATK. / Upgrade 2: Damage from each bolt is increased to 320% ATK. / Upgrade 3: Damage from each bolt is increased to 340% ATK. / Upgrade 4: Damage from each bolt is increased to 360% ATK. | Skill damage is replaced with True Damage. |
| Phoenix | Skill 2 | Golden Shot | Phoenix fires a heavy shot at the nearest enemy target; the volley knocks the target back to the edge of the battlefield, dealing damage equal to 2600% of Phoenix's ATK, and the target takes 150% additional damage from Hunter Heroes for 5s. | Upgrade 1: Additional damage from Hunter Heroes is increased to 155%. / Upgrade 2: Additional damage from Hunter Heroes is increased to 160%. / Upgrade 3: Additional damage from Hunter Heroes is increased to 165%. / Upgrade 4: Additional damage from Hunter Heroes is increased to 170%. | Upon hit, the target is Stunned for 5s. |
| Phoenix | Skill 3 | Aristocrat Hunter | Every 3rd Basic Attack of Phoenix activates an effect: deals additional True Damage equal to 2600% ATK. Each time Phoenix deals damage to a target, increases damage taken by the target by 8%, duration 3s, stacking up to 30 times. The target under Phoenix's attack deals 70% less damage to him (Effective against True Damage). | Upgrade 1: The target under Phoenix's attack deals 75% less damage to him (Effective against True Damage). / Upgrade 2: The target under Phoenix's attack deals 80% less damage to him (Effective against True Damage). / Upgrade 3: The target under Phoenix's attack deals 85% less damage to him (Effective against True Damage). | Upon activating a Basic Attack effect, dispels Invincibility effects and Shields from the target. |
| Phoenix | Skill 4 | Shroud of Night | After the start of battle, Phoenix teleports to the rear of the battlefield, increases Crit Rate by 30%, Attack Range by 100%, and every 2s applies 1 stacks of Light Barrier to himself and a random allied hero. When Phoenix's HP falls below 50%, instantly restores HP equal to 40% Max HP, becomes untargetable for 3s, and gains Invincibility for 1s; this effect activates 2 times per battle. | Upgrade 1: After the start of battle, Phoenix's Crit Rate is increased by 35%. / Upgrade 2: After the start of battle, Phoenix's Crit Rate is increased by 40%. / Upgrade 3: After the start of battle, Phoenix's Crit Rate is increased by 45%. | After the start of battle, Phoenix applies 8 stacks of Light Barrier to himself and the allied hero with the highest ATK. |
| Phoenix | Talent | Talent | Ultimate Skill Enhancement: Upon being hit by bolts: melee targets have their movement blocked for 4s, and ranged targets have their Energy restoration blocked for 4s. | Upgrade 1: Golden Shot Enhancement: Phoenix selects an additional 1 target(s) for the shot. / Upgrade 2: Aristocrat Hunter Enhancement: Upon each activation of a Basic Attack effect, Phoenix increases Crit Damage by 25% and gains 6% Lifesteal, stacking up to 10 times until the end of the battle. / Upgrade 3: Shroud of Night Enhancement: 1s after the start of battle, Phoenix gains the Night state for 8s. Each time an allied hero dies, Phoenix instantly gains the Night state for 5s. Night State: Attack Speed is maximized, ATK is increased by 150%, untargetable by skills, AoE damage taken is reduced by 90%. | — |
| Aniruddha | Skill 1 | Aniruddha summons a black hole at the target location for 3s. While the black hole is active, enemies within range will receive 80% ATK DMG per second and will be dragged to the center of the black hole. | Upgrade 1: DMG per second is increased to 90% of ATK. / Upgrade 2: DMG per second is increased to 100% of ATK. / Upgrade 3: DMG per second is increased to 110% of ATK. / Upgrade 4: DMG per second is increased to 120% of ATK. | Black Hole radius is increased by 1.5m. | |
| Aniruddha | Skill 2 | Mind Deprivation EX Enhancement: Every time Mind Corruption inflicts DMG to a target, there is a 12% chance that it will infect all enemies within 2m of the target that are not affected by Mind Corruption. | Upgrade 1: Black Hole duration is extended by 1s. / Upgrade 2: Shadow Parasite EX Enhancement: When the battle starts, Aniruddha's initial energy is increased in accordance with their ACC. Every 100 ACC grants 50 bonus initial energy. / Upgrade 3: Enemies within the "black hole" have a 60% chance of being stunned. | — | |
| Aniruddha | Skill 3 | Aniruddha drives the target mad, inflicting 120% ATK DMG, with a 70% chance of inflicting Mind Corruption, which inflicts 35% ATK DMG to the target per second for the next 5s. If this effect is applied again. Chance is based on ACC. | Upgrade 1: Damage dealt to the target is increased to 130% of ATK. / Upgrade 2: Damage dealt to the target is increased to 140% of ATK. / Upgrade 3: Damage dealt to the target is increased to 150% of ATK. / Upgrade 4: Damage dealt to the target is increased to 160% of ATK. | Every time Mind Corruption inflicts DMG to a target, there is a 12% chance that it will infect an enemy within 2m of the target that is not affected by Mind Corruption. This status cannot be transferred to the same target twice. Chance is based on ACC. | |
| Aniruddha | Skill 4 | For each point of ACC, Mind Corruption inflicts 2% bonus DMG. | Upgrade 1: Bonus DMG is increased to 2.2%. / Upgrade 2: Bonus DMG is increased to 2.5%. / Upgrade 3: Bonus DMG is increased to 2.7%. | When Aniruddha reaches 100 ACC, the effect of Mind Corruption is extended by 3s. | |
| Zander | Skill 1 | Zander fires a high-energy current that deals 740% DMG. | Upgrade 1: DMG is increased to 820% of ATK. / Upgrade 2: DMG is increased to 900% of ATK. / Upgrade 3: DMG is increased to 980% of ATK. / Upgrade 4: DMG is increased to 1060% of ATK. | After the skill is cast, add 2 layers of "electromagnetic interference". | |
| Zander | Skill 2 | Zander summons a lightning bolt that deals 210% of ATK as DMG to the target enemy. | Upgrade 1: DMG is increased to 240%. / Upgrade 2: DMG is increased to 270%. / Upgrade 3: DMG is increased to 300%. / Upgrade 4: DMG is increased to 330%. | After entering the battlefield, Zander gains 50 AS for the entire battle. | |
| Zander | Skill 3 | When Zander attacks the same target, each basic attack increases his AS by 22 for 6s, up to 5 stacks. Zander loses all AS bonuses when switching targets. | Upgrade 1: Increase AS per stack to 26. / Upgrade 2: Increase AS per stack to 30. / Upgrade 3: Increase AS per stack to 34. | When Zander switches targets, he retains half of his AS stacks from this skill. | |
| Zander | Skill 4 | When Zander's AS reaches 100, his basic attack DMG is increased by 5%. | Upgrade 1: Increase basic attack DMG to 6%. / Upgrade 2: Increase basic attack DMG to 7%. / Upgrade 3: Increase basic attack DMG to 8%. | When Zander's AS reaches 300, his basic attack is replaced with a more powerful electric attack, inflicting 115% ATK as DMG. | |
| Zander | Talent | Bolt of Lightning: The AS boost from EX skills is doubled. | Upgrade 1: Electromagnetic Interference: The AS boost from this skill stacks up to 2 times. / Upgrade 2: Electromagnetic Interference: The AS boost from this skill is fully retained when switching targets. / Upgrade 3: When Zander's AS reaches 500, any gained AS is converted into ATK. For every 100 AS, increase ATK by 2.5%. | — | |
| Kuite | Skill 1 | Inflict 180% DEF of DMG to enemies in a nearby radius, then apply a Shield equal to 240% to the user for 8s. | Upgrade 1: Shield increased to 265% of DEF. / Upgrade 2: Shield increased to 290% of DEF. / Upgrade 3: Shield increased to 315% of DEF. / Upgrade 4: Shield increased to 340% of DEF. | When the shield disappears, it will explode and deal 80% DEF DMG to enemies within a certain range. | |
| Kuite | Skill 2 | Jumps high and then smashes the area with most enemies, dealing 120% DEF as DMG to the surrounding enemies. The super armour is active during casting. | Upgrade 1: The damage is increased to 132% of DEF. / Upgrade 2: The damage is increased to 145% of DEF. / Upgrade 3: The damage is increased to 160% of DEF. | Stuns enemies in the center of the drop location for 2 seconds. | |
| Kuite | Skill 3 | Deals 150% DEF as DMG to enemies in a small frontal area. | Upgrade 1: The damage is increased to 165% of DEF. / Upgrade 2: The damage is increased to 180% of DEF. / Upgrade 3: The damage is increased to 200% of DEF. / Upgrade 4: The damage is increased to 220% of DEF. | Enemies hit will be knocked down for 2 sec. | |
| Kuite | Skill 4 | After casting a skill, it will increase its defense by 6% for 7 seconds, stack up to 3 layers. | Upgrade 1: After casting a skill,defense is increased to 6.6%. / Upgrade 2: After casting a skill,defense is increased to 7.3%. / Upgrade 3: After casting a skill,defense is increased to 8.0%. | When Energy Spike is triggered, it will give 2% damage reflect. | |
| Kuite | Talent | Kuite shall gain an additional 4% DEF for each surrounding enemy, up to a maximum of 20%. | Upgrade 1: An additional 6% DEF shall be gained for each surrounding enemy, up to a maximum of 30%. / Upgrade 2: An additional 10% DEF shall be gained for each surrounding enemy, up to a maximum of 50%. / Upgrade 3: An additional 15% DEF shall be gained for each surrounding enemy, up to a maximum of 75%. | — | |
| Haemon | Skill 1 | Casts a laser beam, dealing 200% DMG to all enemies in a straight line. If the target was stunned or knocked down within 5 secs, they take an extra 150% DMG. | Upgrade 1: DMG increased to 220% of ATK. | — | |
| Haemon | Skill 2 | Unleashes 3 powerful lightning bolts that randomly attack 3 different targets, each one dealing 70% ATK DMG. | Upgrade 1: DMG increased to 77% of ATK. / Upgrade 2: DMG increased to 84% of ATK. | — | |
| Haemon | Skill 3 | After Thunder Ball hits a target, it explodes and deals 100% ATK DMG to enemies within range. Stuns enemies inside the area for 2 secs. | Upgrade 1: DMG increased to 110% of ATK. | — | |
| Haemon | Skill 4 | Unleashes 3 powerful lightning bolts that randomly attack 3 different targets, each one dealing 70% ATK DMG. | Upgrade 1: DMG increased to 77% of ATK. / Upgrade 2: DMG increased to 84% of ATK. | — | |
| Noffy | Skill 1 | Knocks targets into the air with a sharp strike, dealing single DMG. | — | — | |
| Noffy | Skill 2 | Bestows a blessing on the ally with the lowest HP, restoring 20% of their HP each sec for 4 secs. | — | — | |
| Nero | Skill 1 | The user smashes the ground with their weapon, inflicting 180% ATK as DMG to enemies in range. | Upgrade 1: Raise damage to 198% attack. | — | |
| Nero | Skill 2 | Penance Warrior swings their weapon around themselves, striking nearby enemies, causing 180% ATK DMG and receiving 25% DEF for 4.5 secs. | Upgrade 1: DMG increased to 198% of ATK. / Upgrade 2: DMG increased to 206% of ATK. | — | |
| Nero | Skill 3 | After the Penance Warrior casts a skill, the next basic attack is changed to a charge attack, which causes 200% ATK DMG after a 1 sec charge. | Upgrade 1: DMG increased to 210% of ATK. | — | |
| Nero | Talent | The user smashes the ground with their weapon, inflicting 180% ATK as DMG to enemies in range. | Upgrade 1: Raise damage to 198% attack. | — | |
| Nabeela | Skill 1 | Teleports towards the enemy, unleashing multiple strikes. The last attack deals 140% ATK as DMG. Becomes immune to DMG while casting this skill. | Upgrade 1: DMG increased to 150% of ATK. | — | |
| Nabeela | Skill 2 | Stab forwards, dealing 180% attack damage to enemies within a line area and increasing the user's DEF by 10% for 5s. | Upgrade 1: DMG increased to 200% of ATK. / Upgrade 2: DMG increased to 220% of ATK. | — | |
| Nabeela | Skill 3 | Gain 30 Energy every 3s during combat. | Upgrade 1: Gain up to 40 Energy each time. | — | |
| Nabeela | Skill 4 | Gain 30 Energy every 3s during combat. | Upgrade 1: Gain up to 40 Energy each time. | — | |
| Bardeen | Skill 1 | Throws continuous punches in front, causing multiple AOE DMG. | — | — | |
| Bardeen | Skill 2 | Swings their body, causing AOE DMG to surrounding enemies. Increases DEF by 10% for 5 secs. | — | — | |
| Talon | Skill 1 | Uses their weapon to smash the enemies in front and stuns the target enemy. | — | — | |
| Talon | Skill 2 | Increase DEF by 10%. Being attacked has a chance of decreasing the attacker's ATK by 8% for 5 secs. | — | — | |
| Artas | Skill 1 | Artas charges next to the target enemy, inflicting 640% DEF as DMG and lowering their Damage Reduction by 15% for 9s. | Upgrade 1: Damage increased to 720% of DEF. / Upgrade 2: Damage increased to 800% of DEF. / Upgrade 3: Damage increased to 880% of DEF. / Upgrade 4: Damage increased to 960% of DEF. | Damage reduction is lowered by an additional 3s. | |
| Artas | Skill 2 | After every 4 basic attacks, Artas's next basic attack is empowered, inflicting 470% DEF as DMG to the enemy. | Upgrade 1: Damage increased to 530% of DEF. / Upgrade 2: Damage increased to 590% of DEF. / Upgrade 3: Damage increased to 650% of DEF. / Upgrade 4: Damage increased to 710% of DEF. | When Artas's HP drops below 50%, their empowered basic attacks gain 15% Lifesteal. | |
| Artas | Skill 3 | Artas slashes any enemies in front of him, inflicting 375% DEF as DMG. Artas's next 4 basic attacks gain 1500 AS. | Upgrade 1: DMG increased to 420% of DEF. / Upgrade 2: DMG increased to 460% of DEF. / Upgrade 3: DMG increased to 500% of DEF. | Skill DMG increased by 20%. | |
| Artas | Skill 4 | Every time Artas kills an enemy, he recovers 300 Energy. This effect can trigger up to 2 times. | Upgrade 1: Recover an additional 400 Energy. / Upgrade 2: Recover an additional 500 Energy. / Upgrade 3: Recover an additional 600 Energy. | Triggers up to 3 times. | |
| Artas | Talent | Basic attacks empowered by Cut gain 10% DMG. | Upgrade 1: Basic attacks empowered by Cut gain 20% DMG. / Upgrade 2: Basic attacks empowered by Cut gain 30% DMG. / Upgrade 3: Cut now empowers every 3rd basic attack. | — | |
| Sorietta | Skill 1 | Star Dragon gathers all the psionic spheres in the field and bombard the target enemy. Each psionic sphere deals 170% damage. After the ability is casted, all psionic spheres will remain scattered around the target for 5 seconds, during which time the passive effect will no longer take effect. Passive: Star Dragon creates 3 psionic spheres around him, which are orbriting 2 meters away from him. | Upgrade 1: Increases the DMG of each Psionic Sphere to 187% of ATK. / Upgrade 2: Increases the DMG of each Psionic Sphere to 204% of ATK. / Upgrade 3: Increases the DMG of each Psionic Sphere to 221% of ATK. / Upgrade 4: Increases the DMG of each Psionic Sphere to 238% of ATK. | After the skill is casted, the CD of Rage of the Dragons will be refreshed. | |
| Sorietta | Skill 2 | Casts an energy explosion under the nearest enemy, dealing 120% ATK DMG to all enemies in the blast range. A Psionic Sphere is created at the location of the explosion and lasts for 15 secs. | Upgrade 1: Explosion DMG is increased to 132% of ATK. / Upgrade 2: Explosion DMG is increased to 144% of ATK. / Upgrade 3: Explosion DMG is increased to 156% of ATK. / Upgrade 4: Explosion DMG is increased to 168% of ATK. | Cast a weaker Energy Explosion to the target enemy again and generate a Psionic Sphere. | |
| Sorietta | Skill 3 | Fires a cannonball into the forward sector, dealing 106% DMG to all enemies in this sector and knocking them back. If there are any psionic spheres generated on the ground in that sector, it also knocks them far away. Enemies that are touched by a psionic sphere take 86% DMG. | Upgrade 1: Rage of the Dragons DMG is increased to 118% of ATK. / Upgrade 2: Rage of the Dragons DMG is increased to 129% of ATK. / Upgrade 3: Rage of the Dragons DMG is increased to 140% of ATK. | Enemies, that are touched by a psionic sphere, are stunned for 2 seconds. | |
| Sorietta | Skill 4 | Psionic Spheres deal 20% DMG to the enemy upon making contact. | Upgrade 1: Increases Psionic Spheres DMG to 22% of ATK. / Upgrade 2: Increases Psionic Spheres DMG to 24% of ATK. / Upgrade 3: Increases Psionic Spheres DMG to 26% of ATK. | When touch the enemy, Psionic Sphere has 30% chance to stun the enemy for 1 second. | |
| Sorietta | Talent | When using Ultimate Skills to deal damage to the enemy, each Psionic Sphere increases the DMG of the ATK by 40%. | Upgrade 1: Extra DMG of every Psionic Sphere is increased to 70% ATK. / Upgrade 2: Extra DMG of every Psionic Sphere is increased to 115% ATK. / Upgrade 3: Extra DMG of every Psionic Sphere is increased to 170% ATK. If Sorietta's ATK is higher than their target enemy, extra DMG of every Psionic Sphere will be increased to 220% ATK. | — | |
| Hyupnos | Skill 1 | Casts an arcane spell to suppress an enemy. The suppressed enemy cannot take any action. For 3 secs during the suppression period, it will continue to deal 200% ATK DMG to the enemy. | Upgrade 1: Total DMG dealt with the enemy increased to 220% of ATK. / Upgrade 2: Total DMG dealt with the enemy increased to 240% of ATK. / Upgrade 3: Total DMG dealt with the enemy increased to 260% of ATK. / Upgrade 4: Total DMG dealt with the enemy increased to 280% of ATK. | Power Surge will deal damage to all enemies within a small range around the target and suppress them. | |
| Hyupnos | Skill 2 | Becomes the centre of psionic powers and continuously gathers energy for 3 secs. If an enemy casts an ability within the boundary of this centre, it suffers a Power Surge, taking 150% ATK DMG and is stunned for 2 secs. At the end of the channelling, Psionic Overlord gathers all the energy around him and bombards his foes, dealing 200% ATK DMG and stunning them for 3 secs. | Upgrade 1: Increases the bombardment DMG to 220% of ATK. / Upgrade 2: Increases the bombardment DMG to 240% of ATK. / Upgrade 3: Increases the bombardment DMG to 260% of ATK. / Upgrade 4: Increases the bombardment DMG to 280% of ATK. | Alllies within the center increase 7% speed. | |
| Hyupnos | Skill 3 | Injects an unstable arcane energy into the enemy, dealing 100% DMG and increasing enemy DMG taken by 20% for 6 secs. | Upgrade 1: DMG dealt increased to 110% of ATK. / Upgrade 2: DMG dealt increased to 120% of ATK. / Upgrade 3: DMG dealt increased to 130% of ATK. | Arcane Echo applies to two enemies at the same time, but DMG inflicted and DEF reduction are reduced to 60%. | |
| Hyupnos | Skill 4 | If the enemy takes DMG within 3 secs from a debuff imposed by Psionic Overlord, the enemy will lose HP equal to 120% of ATK and 1% of the target's max HP. | Upgrade 1: Increases DMG to 1.5% of max HP. / Upgrade 2: Increases DMG to 2.0% of max HP. / Upgrade 3: Increases DMG to 2.5% of max HP. | The DMG effect lasts for 4s. | |
| Hyupnos | Talent | Energy Drain | The user shall recover 50 Energy Points once the battle commences. They will also recover 25 Energy Points every time they inflict CC on an enemy. | Upgrade 1: The user shall recover 75 Energy Points once the battle commences. They will also recover 35 Energy Points every time they inflict CC on an enemy. / Upgrade 2: The user shall recover 100 Energy Points once the battle commences. They will also recover 45 Energy Points every time they inflict CC on an enemy. / Upgrade 3: The user shall recover 150 Energy Points once the battle commences. They will also recover 60 Energy Points every time they inflict CC on an enemy. | — |
| Poluno | Skill 1 | Summons 1 energy crystal at a chosen location, dealing 78% ATK DMG per sec to surrounding enemies and activating all the crystal shards on the battlefield which continuously fire lasers. If multiple lasers DMG the same enemy at the same time, the DMG caused by the lasers is decreased by 70%. The Energy Crystal explodes after 3 secs, dealing 215% ATK DMG to the surrounding enemies. | Upgrade 1: Increases the explosion DMG of the Energy Crystal to 235% of ATK. / Upgrade 2: Increases the explosion DMG of the Energy Crystal to 255% of ATK. / Upgrade 3: Increases the explosion DMG of the Energy Crystal to 275% of ATK. / Upgrade 4: Increases the explosion DMG of the Energy Crystal to 295% of ATK. | The first laser casted by the crystal shard will stun the enemy for 1.5 seconds. | |
| Poluno | Skill 2 | Alternately, fires a penetrating laser at the 2 closest enemies within range, dealing 160% ATK DMG to all enemies in its path. If an enemy is hit by 2 laser beams at the same time, the DMG is decreased by 30%. At the same time, 1 crystal shard remains at the end of each laser beam, which lasts for 8 secs (max 2 shards can exist at the same time). When the crystal shard is activated by the Energy Crystal, it fires a laser again towards the Energy Crystal and deals 100% ATK DMG on all enemies in its path. | Upgrade 1: DMG dealt by each laser beam increased to 177% of ATK. / Upgrade 2: DMG dealt by each laser beam increased to 193% of ATK. / Upgrade 3: DMG dealt by each laser beam increased to 210% of ATK. / Upgrade 4: DMG dealt by each laser beam increased to 226% of ATK. | When the second laser damages the same enemy, the damage no longer decrease. | |
| Poluno | Skill 3 | One crystal shard is attached to a team member. Priority is given to team members in the front row with high DEF. When that team member uses a basic attack, additional DMG will be dealt in a rectangular area in front of him, and 200% DMG is dealt to enemies in its path. The effect has a CD time of 8 secs. When the crystal shard is activated by the energy crystal, it will again fire a laser towards the energy crystal, dealing 78% DMG to enemies along its path. | Upgrade 1: DMG caused an increased to 220% of ATK. / Upgrade 2: DMG caused an increased to 240% of ATK. / Upgrade 3: DMG caused an increased to 260% of ATK. | Reduce the cooldown to 5s. | |
| Poluno | Skill 4 | If an enemy is damaged by a skill, it will be marked for 6 secs. If the enemy has 2 marks and is damaged again, an explosion will be triggered, dealing 50% ATK DMG to the target. | Upgrade 1: DMG caused an increased to 55% of ATK. / Upgrade 2: DMG caused an increased to 60% of ATK. / Upgrade 3: DMG caused an increased to 65% of ATK. | When the imprint explodes, the target enermy will be stuned for 0.5s. | |
| Poluno | Talent | EW Passive | When Prism Overseer fires a laser or when a crystal shard is activated, and at the same time, DMG is dealt with 2 or more enemies, ATK increases by 13% for 10 secs. | Upgrade 1: ATK boost increased to 23% / Upgrade 2: The ATK buff shall be increased to 28% , and the explosion damage of the "Energy Crystal" shall be increased to 30%. / Upgrade 3: The ATK buff shall be increased to 37% , and the explosion damage of the "Energy Crystal" shall be increased to 40%. | — |
| Oak | Skill 1 | Oak shall use the power of the earth to strengthen himself, increasing his DMG reduction by 15% for 6s. Oak may only attack enemies with Thump while Earth Power is active. Heavy Cleave: Inflicts 100% ATK of DMG to enemies in a small area in front of the user for every 2s. | Upgrade 1: Heavy Cleave's DMG shall be increased to 120%. / Upgrade 2: Heavy Cleave's DMG shall be increased to 140%. / Upgrade 3: Heavy Cleave's DMG shall be increased to 160%. / Upgrade 4: Heavy Cleave's DMG shall be increased to 180%. | Oak has a 60% chance of knocking down enemies when using Heavy Cleave. | |
| Oak | Skill 2 | Oak shall launch a slashing wave at a random-ranged enemy, inflicting DMG that is equal to 150% of his ATK to any enemies in his way with a 30% chance of inflicting knockdown. | Upgrade 1: The DMG inflicted shall be increased to 170% of his ATK. / Upgrade 2: The DMG inflicted shall be increased to 190% of his ATK. / Upgrade 3: The DMG inflicted shall be increased to 210% of his ATK. | Has a 60% chance of knocking down enemies in the way. | |
| Oak | Skill 3 | Oak shall receive Protection, increasing his Max HP by 3% for 6s. When Oak is attacked, the attacker has a 40% chance of being stunned for 1s. This effect may only stun an enemy once every 6s. When affected by Earth Power, Oak also receives the Heavy Armour. | Upgrade 1: Oak's Max HP bonus shall be increased to 3.2%. / Upgrade 2: Oak's Max HP bonus shall be increased to 3.5%. / Upgrade 3: Oak's Max HP bonus shall be increased to 3.9%. / Upgrade 4: Oak's Max HP bonus shall be increased to 4.3%. | Enemies attacking Oak are stunned for 2s. | |
| Oak | Skill 4 | Each time the Heavy Armour expires, Oak shall permanently gain 1% Max HP. This effect may stack up to 4 times, for a maximum of 4% Max HP. When Oak receives lethal damage for the first time, he shall not die and instead become immune to all DMG for 2s. | Upgrade 1: Max HP shall be increased by 1.1% per stack. / Upgrade 2: Max HP shall be increased by 1.2% per stack. / Upgrade 3: Max HP shall be increased by 1.3% per stack. | The skill can stack up to 5 times. | |
| Oak | Talent | Once the immunity effect of Fighting Spirit expires, Oak shall heal up to 6% of his Max HP. | Upgrade 1: Oak shall heal up to 10% of his Max HP once the immunity effect of the Fighting Spirit expires. / Upgrade 2: Oak shall heal up to 16% of his Max HP once the immunity effect of the Fighting Spirit expires. / Upgrade 3: The amount of recovered energy is increased to 150 points; the remaining CD is reduced by 3 secs. | — | |
| Nadilus | Skill 1 | Summons 2 rounds of Destructive Thunderbolt that violently strike the target. The first round strikes the target 4 times, dealing 88% ATK DMG each; the second round strikes the target 4 times, dealing 75% ATK DMG each. | Upgrade 1: The DMG dealt with the target by the first Destructive Thunderbolt is increased to 97% ATK per strike. / Upgrade 2: The DMG dealt with the target by the first Destructive Thunderbolt is increased to 107% ATK per strike. / Upgrade 3: The DMG dealt with the target by the first Destructive Thunderbolt is increased to 117% ATK per strike. / Upgrade 4: The DMG dealt with the target by the first Destructive Thunderbolt is increased to 127% ATK per strike. | Nadilus will cast his third Thunder Strike, dealing 200% attack damage. If the first or second Thunder Strike killed the target, then the third Thunder Strike will be cast to the enemy with the lowest HP on the battlefield. | |
| Nadilus | Skill 2 | Nadilus unleashes rage, increasing CRIT RATE by 15% for 6 seconds for himself and all parties in the same line. | Upgrade 1: Increases the amount of CRIT RATE increased to 16%. / Upgrade 2: Increases the amount of CRIT RATE increased to 18%. / Upgrade 3: Increases the amount of CRIT RATE increased to 20%. / Upgrade 4: Increases the amount of CRIT RATE increased to 22%. | If there's no ally on the same row, or the ally on the same row has been killed, doubles the Crit Rating. | |
| Nadilus | Skill 3 | When the ball hits the target, it explodes6 times in a short period of time, dealing 15% DMG the first time and 40% DMG for each subsequent blast. | Upgrade 1: DMG of the first explosion increased to 44% of ATK. / Upgrade 2: DMG of the first explosion increased to 48% of ATK. / Upgrade 3: DMG of the first explosion increased to 53% of ATK. | The 6th explosion must be critical damage, and the damage is increased by 25%. | |
| Nadilus | Skill 4 | Every time an Ultimate Skill is cast or CRIT DMG occurs, increases the caster's ATK by 20% for 4 secs. | Upgrade 1: Increases the caster's ATK by 22% each time. / Upgrade 2: Increases the caster's ATK by 24% each time. / Upgrade 3: Increases the caster's ATK by 27% each time. | Increase critical damage by 5%. | |
| Nadilus | Talent | Nadilus has their CRIT DMG increased by 11%. When dealing DMG to an enemy, gain CRIT RATE according to the ratio of the enemy's current lost HP, up to 28% CRIT RATE. | Upgrade 1: Bonus CRIT DMG is increased to 16%. / Upgrade 2: Nadilus has their CRIT DMG increased by 24%. When dealing DMG to an enemy, gain CRIT RATE according to the ratio of the enemy's current lost HP, up to 36% CRIT RATE. / Upgrade 3: Bonus CRIT DMG is increased to 35%. | — | |
| Masrani | Skill 1 | Masrani heals allies within range for 7% of his Max HP. | Upgrade 1: Healing effect increased to 8% of Max HP. / Upgrade 2: Healing effect increased to 9% of Max HP. / Upgrade 3: Healing effect increased to 10% of Max HP. / Upgrade 4: Healing effect increased to 11% of Max HP. | For the next 4s, healed allies will continue to heal by 0.5% of Masrani's Max HP per second. | |
| Masrani | Skill 2 | Star | Astral Guardian Enhanced: The Shield has no time limit and is immune to the next instance of DMG. | Upgrade 1: Increase the range of Ultimate Skills by 100%. / Upgrade 2: Astral Praise Enhanced: The ATK of two units in the back row is doubled. When there are insufficient units in the back row, prioritize the unit with the highest ATK. / Upgrade 3: The duration of the Ultimate Skill's HP regen is extended by 2s, and the healing is doubled. | — |
| Masrani | Skill 3 | Masrani heals all allies by 2% of Max HP, and increases their ATK by 9% for 5s. | Upgrade 1: Healing effect increased to 3% of Max HP. / Upgrade 2: Healing effect increased to 4% of Max HP. / Upgrade 3: Healing effect increased to 5% of Max HP. / Upgrade 4: Healing effect increased to 6% of Max HP. | ATK bonus is increased by 5% and duration is increased by 3s. | |
| Masrani | Skill 4 | When Masrani heals an ally, he also provides them with 6% DMG reduction for 4s. This effect does not stack. | Upgrade 1: DMG Reduction increased to 8%. / Upgrade 2: DMG Reduction increased to 9%. / Upgrade 3: DMG Reduction increased to 10%. | The DMG Reduction effect lasts for 2s longer. | |
| Masrani | Talent | Within 30 seconds of the start of the battle, the effect of Star Shroud is increased from 20% to 40%. | — | — | |
| Murphyro | Skill 1 | The user assaults an enemy with ice 2 times, with each attack inflicting 170% ATK of DMG. | Upgrade 1: The damage inflicted by each attack is increased to 185% of ATK. / Upgrade 2: The damage inflicted by each attack is increased to 190% of ATK. / Upgrade 3: The damage inflicted by each attack is increased to 205% of ATK. / Upgrade 4: The damage inflicted by each attack is increased to 220% of ATK. | Ice Assault is increased to 3 charges. | |
| Murphyro | Skill 2 | The user attacks the target with an Ice Chain, inflicting 90% ATK of DMG. After hitting the target, the chain jumps up to 3 times, prioritizing enemies that have not been struck yet. | Upgrade 1: DMG dealt is increased to 100% of ATK. / Upgrade 2: DMG dealt is increased to 110% of ATK. / Upgrade 3: DMG dealt is increased to 120% of ATK. / Upgrade 4: DMG dealt is increased to 130% of ATK. | Ice chain Max movement increased to 5. | |
| Murphyro | Skill 3 | The user unleashes a Frostball on the target, dealing 70% ATK DMG. The frostball then explodes after 1 sec, dealing 80% ATK DMG to the target and all enemies within range. | Upgrade 1: DMG dealt with enemies hit by Frostball increased to 75% of ATK. / Upgrade 2: DMG dealt with enemies hit by Frostball increased to 80% of ATK. / Upgrade 3: DMG dealt with enemies hit by Frostball increased to 85% of ATK. | The DMG radius of Frostball is increased by 1 m. The DMG dealt by Frostball's explosion is increased to 90% of ATK. | |
| Murphyro | Skill 4 | At the beginning of battle, Murphyro gains 2.4% ATK every 5 secs,stacks up to 5 times. | Upgrade 1: Each stack increases ATK by 2.7%. / Upgrade 2: Each stack increases ATK by 3.0%. / Upgrade 3: Each stack increases ATK by 3.3%. | Increase the max number of stacks by 7. | |
| Murphyro | Talent | Heart of Frost's ATK power-up effect gains an additional 2 stacks immediately after battle begins. | Upgrade 1: Every time the skill is cast, gains 1 stack of increased ATK. / Upgrade 2: Every 1 stack of increased ATK increases the DMG of Ultimate Skills by 5%. / Upgrade 3: Once increased ATK reaches max stacks, each time a skill is released, there is a 10% chance to refresh the skill CD. This effect triggers once every 3s. | — | |
| Zaida | Skill 1 | Zaida summons the soul of the raging shark to pounce on the target, knocking the target down and inflicting DMG equal to 21% of the target's Max HP (can't be more than 21% of Zaida's Max HP). This skill also inflicts DMG to nearby enemy units equal to 12% of their Max HP (can't be more than 12% of Zaida's Max HP). | Upgrade 1: Increases the damage dealt to the target enemy to 23% of Max HP (can't be more than 23% of Zaida's Max HP). / Upgrade 2: Increases the damage dealt to the target enemy to 25% of Max HP (can't be more than 25% of Zaida's Max HP). / Upgrade 3: Increases the damage dealt to the target enemy to 27% of Max HP (can't be more than 27% of Zaida's Max HP). / Upgrade 4: Increases the damage dealt to the target enemy to 29% of Max HP (can't be more than 29% of Zaida's Max HP). | The user absorbs the shield of the target (absorption cannot exceed 100% of Max HP). | |
| Zaida | Skill 2 | Zaida prays for the protection of the Shark King and receives a Shield equal to 21% of Max HP for 7 seconds. Before casting the skill, Zaida dispels any form of control from herself. | Upgrade 1: Receives a Shield equal to 24% of Max HP. / Upgrade 2: Receives a Shield equal to 27% of Max HP. / Upgrade 3: Receives a Shield equal to 30% of Max HP. / Upgrade 4: Receives a Shield equal to 33% of Max HP. | During Shark King's sanctuary, Zaida gains the "Damage Deflection" status: reduces all damage taken by 50%. | |
| Zaida | Skill 3 | Zaida violently stabs the target 3 times in a row, inflicting 6% of Max HP as DMG for each stab (can't be more than 6% of Zaida's Max HP). This skill can trigger basic attack effects. | Upgrade 1: The damage dealt is increased to 7% of Max HP (can't be more than 7% of Zaida's Max HP). / Upgrade 2: The damage dealt is increased to 8% of Max HP (can't be more than 8% of Zaida's Max HP). / Upgrade 3: The damage dealt is increased to 9% of Max HP (can't be more than 9% of Zaida's Max HP). | Zaida stabs an additional time, inflicting DMG equal to 12% of Max HP (can't be more than 12% of Zaida's Max HP). This skill can trigger basic attack effects. | |
| Zaida | Skill 4 | Each time allies in the back row perform 12 basic attacks, Zaida recovers 6% of Max HP. Within 3 seconds, this effect can be triggered up to 3 time(s). | Upgrade 1: HP recovery is increased to 6.5% of Max HP. / Upgrade 2: HP recovery is increased to 7% of Max HP. / Upgrade 3: HP recovery is increased to 7.5% of Max HP. | When a passive effect is triggered, refresh the CD of Ironblood Strike. | |
| Zaida | Talent | Ultimate Skill Enhancement: When casting an Ultimate, recover 40% of Max HP. | Upgrade 1: Ironblood Strike Enhanced: Reduce the healing received by the target by 40% for 5s. / Upgrade 2: Tidesong Enhanced: Trigger condition changes to every 8 basic attacks inflicted by allies in the back row. / Upgrade 3: Tidal Sanctuary Enhanced: When Shark King's Sanctuary expires, immediately refresh the cooldown of Tidal Sanctuary. | — | |
| Zane | Skill 1 | Zane Charges towards enemies, dealing damage equal to 2000% of ATK, prioritizing distant targets within radius, this damage cannot Crit. The affected target receives the Fate mark: Damage received from Atlas Heroes is increased by 20% for 8s, if the target is revived during the mark, then after revival, its Max HP is reduced by 40%. | Upgrade 1: Damage increased to 2200% of Zane's ATK. / Upgrade 2: Damage increased to 2400% of Zane's ATK. / Upgrade 3: Damage increased to 2600% of Zane's ATK. / Upgrade 4: Damage increased to 2800% of Zane's ATK. | Upon activation, instantly resets the Thunder Shroud CD. | |
| Zane | Skill 2 | Zane receives a Thunder Shield: the damage taken is reduced by 60%. Zane also Taunts targets within a 5 meter radius: targets affected by the Taunt effect prioritize Zane as a target for 12s. | Upgrade 1: Thunder Shield Enhancement: Damage taken is reduced by 65%. / Upgrade 2: Thunder Shield Enhancement: Damage taken is reduced by 70%. / Upgrade 3: Thunder Shield Enhancement: Damage taken is reduced by 75%. / Upgrade 4: Thunder Shield Enhancement: Damage taken is reduced by 80%. | When Thunder Shield ends, if Zane's current HP is below 80%, he gains a Shield equal to 50% of Max HP. | |
| Zane | Skill 3 | Zane swings his glaive, dealing damage to targets around him equal to 1400% of ATK, and also has a 40% chance (depending on Zane's Accuracy) to stun the target for 2s. | Upgrade 1: Damage increased to 1600% of Zane's ATK. / Upgrade 2: Damage increased to 1800% of Zane's ATK. / Upgrade 3: Damage increased to 2000% of Zane's ATK. | Extermination: if there are only 2 or less targets in the radius of the skill, then the damage of this skill is increased by 100%. | |
| Zane | Skill 4 | Zane permanently gains ATK equal to 2% of Max HP. Each time Zane takes damage, he recovers 2% Max HP. When allied heroes use Ultimate Skills with Charge effects, Zane gains 100 Rage. | Upgrade 1: Increases Rage recovery to 125. / Upgrade 2: Increases Rage recovery to 150. / Upgrade 3: Increases Rage recovery to 175. | Zane takes 50% less damage from revived enemies or targets under Invincibility effect, also applies to True Damage. | |
| Zane | Talent | Talent | Blade of Fate Enhancement: If at the beginning of the battle Zane's Accuracy reaches 150, Blade of Fate has an additional strike, dealing damage equal to 2400% of ATK to 1 nearby enemies and applying a Fate mark. Prioritizes targets not selected during the first stage of the skill. If the selected targets are the same, then only half the damage is dealt. | Upgrade 1: Thunder Shroud Enhancement: Upon completion of Thunder Shield, restores 150 Rage to the 2 Vanguard ally(s) with the lowest Rage. / Upgrade 2: Heavenly Strike Enhancement: When reaching 150 Accuracy, deals additional damage equal to 20% of Zane's Max HP, the result is affected by the Extermination effect. / Upgrade 3: Bravery of Atlas Enhancement: Restores 600 Rage after the 2. activation of the Ultimate Skill. | — |
| Ares | Skill 1 | Ares covers himself with lightning and dashes towards the designated area for 10 metres, dealing damage to targets along the way equal to 300%~500% of his ATK (affected by Ares' Accuracy, maximum at 200 Accuracy). Prioritises the furthest target within a 10 metre radius and after the dash, Ares restores 400 Fury. Subsequent activation of an Ultimate Skill grapples 1 target before the end of the dash, but does not restore Fury. This Skill cannot critically hit. | Upgrade 1: Damage range increased to 350%~550% of Ares' ATK. / Upgrade 2: Damage range increased to 400%~600% of Ares' ATK. / Upgrade 3: Damage range increased to 450%~650% of Ares' ATK. / Upgrade 4: Damage range increased to 500%~700% of Ares' ATK. | Fury recovery increased to 600. | |
| Ares | Skill 2 | Ares unleashes a bolt of lightning, dealing damage to the target equal to 500% of Ares' ATK. | Upgrade 1: Damage increased to 520% of Ares' ATK. / Upgrade 2: Damage increased to 540% of Ares' ATK. / Upgrade 3: Damage increased to 560% of Ares' ATK. / Upgrade 4: Damage increased to 580% of Ares' ATK. | Has a 40% chance (affected by Ares' Accuracy) to stun the target for 2 seconds. | |
| Ares | Skill 3 | Every time Ares is attacked by an enemy, he restores 2% of Max HP. Each time Ares loses a total of 30% of Max HP, he receives a Thunder Barrier that reduces damage taken by 60% for 3s. | Upgrade 1: Thunder Barrier requirement lowered to 28% of Max HP. / Upgrade 2: Thunder Barrier requirement lowered to 26% of Max HP. / Upgrade 3: Thunder Barrier requirement lowered to 24% of Max HP. | When Thunder Barrier is active, damage equal to 80% of Ares' ATK will be dealt to nearby targets every 0.5s. Meanwhile Ares is also immune to control effects. | |
| Ares | Skill 4 | Ares gains additional ATK equal to 2% of Max HP. Every 6s Ares gains 1 Shadow Charges, up to 1. When allied heroes activate Movement Skills, Ares launches 1 Shadows into the target position, dealing damage to all targets along the way equal to 200%~400% of his ATK (affected by Ares' Accuracy, maximum at 200 Accuracy). | Upgrade 1: Damage range increased to 250%~450% of Ares' ATK. / Upgrade 2: Damage range increased to 300%~500% of Ares' ATK. / Upgrade 3: Damage range increased to 350%~550% of Ares' ATK. | Maximum amount of Shadow Charges is increased to 3. | |
| Ares | Talent | Talent | Shadowstrike Enhancement: After the start of the battle, Ares receives an additional ATK bonus equal to 30% of Damage Reduction. | Upgrade 1: Decimation Blast Enhancement: Instantly restores 100 Fury and 1 Shadow Charges. / Upgrade 2: Will of Thunder Enhancement: When the Thunder Barrier expires, the damage reduction effect will not disappear, but will gradually dissipate to 0% over 5s. / Upgrade 3: Ultimate Skill Enhancement: Gain 1 Shadow Charges each time the Ultimate Skill is cast. | — |
| Skooer & Hatty | Skill 1 | Aniruddha summons a black hole at the target location for 3s. While the black hole is active, enemies within range will receive 80% ATK DMG per second and will be dragged to the center of the black hole. | Upgrade 1: DMG per second is increased to 90% of ATK. / Upgrade 2: DMG per second is increased to 100% of ATK. / Upgrade 3: DMG per second is increased to 110% of ATK. / Upgrade 4: DMG per second is increased to 120% of ATK. | Black Hole radius is increased by 1.5m. | |
| Skooer & Hatty | Skill 2 | Mind Deprivation EX Enhancement: Every time Mind Corruption inflicts DMG to a target, there is a 12% chance that it will infect all enemies within 2m of the target that are not affected by Mind Corruption. | Upgrade 1: Black Hole duration is extended by 1s. / Upgrade 2: Shadow Parasite EX Enhancement: When the battle starts, Aniruddha's initial energy is increased in accordance with their ACC. Every 100 ACC grants 50 bonus initial energy. / Upgrade 3: Enemies within the "black hole" have a 60% chance of being stunned. | — | |
| Skooer & Hatty | Skill 3 | Aniruddha drives the target mad, inflicting 120% ATK DMG, with a 70% chance of inflicting Mind Corruption, which inflicts 35% ATK DMG to the target per second for the next 5s. If this effect is applied again. Chance is based on ACC. | Upgrade 1: Damage dealt to the target is increased to 130% of ATK. / Upgrade 2: Damage dealt to the target is increased to 140% of ATK. / Upgrade 3: Damage dealt to the target is increased to 150% of ATK. / Upgrade 4: Damage dealt to the target is increased to 160% of ATK. | Every time Mind Corruption inflicts DMG to a target, there is a 12% chance that it will infect an enemy within 2m of the target that is not affected by Mind Corruption. This status cannot be transferred to the same target twice. Chance is based on ACC. | |
| Skooer & Hatty | Skill 4 | For each point of ACC, Mind Corruption inflicts 2% bonus DMG. | Upgrade 1: Bonus DMG is increased to 2.2%. / Upgrade 2: Bonus DMG is increased to 2.5%. / Upgrade 3: Bonus DMG is increased to 2.7%. | When Aniruddha reaches 100 ACC, the effect of Mind Corruption is extended by 3s. | |
| Vegnus | Skill 1 | Vegnus delivers three slashes to an area in front. Each hit deals damage to targets in the area equal to 4.5% of their Max HP (Max Limit 4.5% of Vegnus' Max HP), has a 30% chance (Based on Accuracy) to Knocks Down the enemies, third hit deals 150% damage. | Upgrade 1: Damage increased to 5% of targets Max HP (Max limit 5% of Vegnus' Max HP). / Upgrade 2: Damage increased to 5.5% of targets Max HP (Max limit 5.5% of Vegnus' Max HP). / Upgrade 3: Damage increased to 6% of targets Max HP (Max limit 6% of Vegnus' Max HP). / Upgrade 4: Damage increased to 6.5% of targets Max HP (Max limit 6.5% of Vegnus' Max HP). | Affected targets receive additional 20% AoE Damage for 7s. | |
| Vegnus | Skill 2 | Vegnus deals damage to all targets in the area equal to 10% of their Max HP (Max limit 10% of Vegnus' Max HP) | Upgrade 1: Damage increased to 11% of targets Max HP (Max limit 11% of Vegnus' Max HP). / Upgrade 2: Damage increased to 12% of targets Max HP (Max limit 12% of Vegnus' Max HP). / Upgrade 3: Damage increased to 13% of targets Max HP (Max limit 13% of Vegnus' Max HP). / Upgrade 4: Damage increased to 14% of targets Max HP (Max limit 14% of Vegnus' Max HP). | Targets hit have a 30% chance (Based on Accuracy) to be Knocked Down. | |
| Vegnus | Skill 3 | Vegnus activates the Guardian state. Reduces all received Damage by 50%, lasts for 5s. | Upgrade 1: Duration increased to 6 s. / Upgrade 2: Duration increased to 7 s. / Upgrade 3: Duration increased to 8 s. | While in the Guardian state, Vegnus removes control effects from himself every 3 seconds. | |
| Vegnus | Skill 4 | When allied Energy Heroes Skills hit 3 or more enemies, increase Vegnus' Damage Reduction by 4%, lasts 4s, max stacks up to 5 times. | Upgrade 1: Damage Reduction increased to 4.5%. / Upgrade 2: Damage Reduction increased to 5%. / Upgrade 3: Damage Reduction increased to 5.5%. | Increase max stacks to 2. | |
| Vegnus | Talent | Ultimate Skill Enhancement: Upon activation, restores 25% of Vegnus' Max HP. | Upgrade 1: Devastating Strike Enhancement: Increases Damage Reduction by 15%, lasts 8s, max stacks up to 3 times. / Upgrade 2: Guardian Enhancement: Vegnus receives an additional effect that restores 2% of Max HP every second for 7 s. / Upgrade 3: Thirst for Victory Enhancement: When activated, Vegnus restores 4% of Max HP and 25 Energy. This effect can only be activated once every 3 seconds. | — | |
| Nagrama | Skill 1 | Nagrama's mount, Greves, shoots a continuous frozen beam for 6s, inflicting DMG equal to 70% of ATK per second. | Upgrade 1: DMG is increased to 80%. / Upgrade 2: DMG is increased to 90%. / Upgrade 3: DMG is increased to 100%. / Upgrade 4: DMG is increased to 110%. | After Frozen Ray has been active for over 3s, skill range is increased by 1m. The skill inflicts 120% ATK as DMG per second and applies an additional stack of frostmark. | |
| Nagrama | Skill 2 | Nagrama slams the ground with ice, inflicting 90% ATK as DMG each time an enemy is hit, up to two times. | Upgrade 1: DMG is increased to 100%. / Upgrade 2: DMG is increased to 110%. / Upgrade 3: DMG is increased to 120%. | The skill radius of Shattered Leylines is increased by 0.5m. Shattered Leylines will shatter again after 1s, inflicting 80% ATK as DMG. | |
| Nagrama | Skill 3 | Nagrama creates an Ice Prison, dealing Damage equal to 90% of ATK to enemies within its creation range. Ice Prison lasts for 6 seconds. When an enemy inside an Ice Prison uses its skill, it receives 50% of Nagrama's ATK. | Upgrade 1: DMG is increased to 100%. / Upgrade 2: DMG is increased to 110%. / Upgrade 3: DMG is increased to 120%. / Upgrade 4: DMG is increased to 130%. | The duration of Frozen Prison is increased to 8s, the cast range is increased to 2m, and the skill radius is increased to 1m. | |
| Nagrama | Skill 4 | When Nagrama inflicts DMG to an enemy with a skill, apply a stack of frostmark to them. When 4 stacks of frostmark is reached, the mark will automatically explode, inflicting 130% ATK as DMG. | Upgrade 1: DMG is increased to 145%. / Upgrade 2: DMG is increased to 160%. / Upgrade 3: DMG is increased to 175%. | When 3 stacks of frostmark is reached, the mark will automatically explode. | |
| Nagrama | Talent | "Frostmark" Enhancement: For each time frostmark is stacked, increase skill DMG by 1%, up to 10%. | Upgrade 1: Ice Prison skill enhancement: When an enemy inside an Ice Prison uses its skill, it receives an additional one-time Damage equal to 50% of Nargama's ATK. / Upgrade 2: "Frozen Breath" Enhancement: Each time a skill channel inflicts DMG, increase the DMG of Frozen Breath by 5%. When a skill ends or is interrupted, this effect will be removed. / Upgrade 3: "Frozen Breath" Enhancement: When the channel of Frozen Breath is interrupted, recover 200 Energy. | — | |
| Rickert | Skill 1 | Teleports behind the enemy, inflicting 4 instances of slash DMG. Each slash inflicts 320% ATK as DMG. | Upgrade 1: Damage inflicted is increased to 360% of ATK. / Upgrade 2: Damage inflicted is increased to 400% of ATK. / Upgrade 3: Damage inflicted is increased to 440% of ATK. / Upgrade 4: Damage inflicted is increased to 480% of ATK. | When casting a skill, Rickert absorbs all Swordsouls on the battlefield. For every 3 Swordsouls absorbed, he slashes the target 1 additional time(s). | |
| Rickert | Skill 2 | Grant 1 Swordsouls to allied Assassins. When a hero with a Swordsoul performs a basic attack, the Swordsoul will attack with them, inflicting 40% of Rickert's ATK as DMG to the enemy. Each hero can have a total of 2 Swordsouls. | Upgrade 1: Damage inflicted is increased to 45% of ATK. / Upgrade 2: Damage inflicted is increased to 50% of ATK. / Upgrade 3: Damage inflicted is increased to 55% of ATK. / Upgrade 4: Damage inflicted is increased to 60% of ATK. | Rickert gains 1/2 of the CRIT RATE of allies with a Swordsoul. | |
| Rickert | Skill 3 | Teleports behind the enemy with the lowest HP, then inflicts 740% ATK as DMG to them. | Upgrade 1: Damage inflicted is increased to 820% of ATK. / Upgrade 2: Damage inflicted is increased to 900% of ATK. / Upgrade 3: Damage inflicted is increased to 980% of ATK. | The CRIT DMG of this skill is increased by 20%. | |
| Rickert | Skill 4 | Every time Rickert absorbs 1 Swordsoul, he is healed for 8% of Max HP. When Rickert receives a fatal injury, he becomes immune to all damage, teleports to a random Assassin ally (including himself), than absorbs all their Swordsouls. This effect can trigger 2 time(s) per battle. | Upgrade 1: Healing is increased to 9% of Max HP. / Upgrade 2: Healing is increased to 10% of Max HP. / Upgrade 3: Healing is increased to 11% of Max HP. | When fatal injury is prevented, the cooldown of "Falling Vanguard" is refreshed. | |
| Rickert | Talent | Ultimate Skill Enhancement: When this Skill is cast, refresh the cooldown of "Swordsoul Mantra". | Upgrade 1: Swordsoul Mantra Enhanced: The max amount of Swordsouls that a hero can have is increased by +1. Skill cooldown is reduced by 6s. / Upgrade 2: Swordsoul Guardian Enhanced: Fatal injury can be triggered 1 additional times in a single battle. / Upgrade 3: Ultimate Skill Enhancement: For every 2 Swordsouls absorbed, perform 1 additional slashes. | — | |
| Akai | Skill 1 | Gathers all Star Cores on the battlefield to the center of the field, synthesizing them into a Black Hole, then, for 4s, it gradually pulls enemies toward the center of the Black Hole and deals damage equal to 600% of ATK per second. (Interrupts Charge effects) Black Hole: Initial radius - 3 meters, increases by 1 meter for each synthesized Star Core. | Upgrade 1: Damage per second increased to 650% of ATK. / Upgrade 2: Damage per second increased to 700% of ATK. / Upgrade 3: Damage per second increased to 750% of ATK. / Upgrade 4: Damage per second increased to 800% of ATK. | Black Hole duration increased by 1s. | |
| Akai | Skill 2 | Creates 1 Star Core in the largest enemy cluster. If there are more than 3 enemy targets around the core at activation, reduces the cooldown of this skill by 3s. Star Core: Has no duration limit, upon creation and every 2s, deals damage to enemies around in a small area equal to 400% of Akai's ATK. (Max 2 Star Cores can exist on the battlefield, creating a new core replaces the oldest one.) | Upgrade 1: Star Core damage increased to 450% of ATK. / Upgrade 2: Star Core damage increased to 500% of ATK. / Upgrade 3: Star Core damage increased to 550% of ATK. / Upgrade 4: Star Core damage increased to 600% of ATK. | Upon activation, grants Akai and an ally in the same row a Shield equal to 800% of ATK. | |
| Akai | Skill 3 | Creates a Star Core in front and launches it to a distant point, dealing damage to enemies in a fan-shaped area and along its path equal to 700% Akai's of ATK. | Upgrade 1: Damage increased to 750% of ATK. / Upgrade 2: Damage increased to 800% of ATK. / Upgrade 3: Damage increased to 850% of ATK. | Star Core pushes enemies to the endpoint of its effect. | |
| Akai | Skill 4 | When there are no Star Cores or Black Holes on the battlefield, creates 1 Star Core in the largest enemy cluster. Upon creation, Akai gains Thunder Barrier: reduces damage taken by 80% for 5s. When a Star Core disappears - it explodes, dealing damage to enemies in a large area equal to 700% of ATK, stunning them for 3s, and restoring HP to the allied hero with the lowest HP equal to 700% of ATK. | Upgrade 1: HP restoration upon Star Core disappearance increased to 750% of ATK. / Upgrade 2: HP restoration upon Star Core disappearance increased to 800% of ATK. / Upgrade 3: HP restoration upon Star Core disappearance increased to 850% of ATK. | Max number of Star Cores on the battlefield +1. | |
| Akai | Talent | Talent | Ultimate Skill Enhancement: While the Black Hole is active, damage dealt becomes True Damage. | Upgrade 1: Wormhole Enhancement: When a Star Core hits the same target 3 times, it applies Paralysis: the enemy cannot activate Common Skills, and area damage taken increases by 50% for 3s. / Upgrade 2: Starfall Enhancement: Targets hit by the skill are additionally stunned for 2s. / Upgrade 3: Celestial Parade Enhancement: When Akai receives lethal damage, he ignores it, gains Invincibility for 2s, restores 100% HP, and gains 300 Energy. | — |
| Carabyne | Skill 1 | Carabyne casts the shadow of the deep sea into reality, dealing damage equal to 16% of Carabyne's Max HP in a rectangular area 4 times. This damage has a 60% chance (depending on Carabyne's ACC) to Knockdown targets. This skill can't Crit and the damage dealt is calculated instantly and cannot be delayed. | Upgrade 1: Damage increased to 18% of Carabyne's Max HP. / Upgrade 2: Damage increased to 20% of Carabyne's Max HP. / Upgrade 3: Damage increased to 22% of Carabyne's Max HP. / Upgrade 4: Damage increased to 24% of Carabyne's Max HP. | Before activating the skill, receives the Void Shell effect. | |
| Carabyne | Skill 2 | Carabyne gains a shield equal to 30% of Max HP and gains 56% Crit Reduction for 8s. | Upgrade 1: Critical Reduction effect increased to 64%. / Upgrade 2: Critical Reduction effect increased to 72%. / Upgrade 3: Critical Reduction effect increased to 80%. / Upgrade 4: Critical Reduction effect increased to 88%. | When HP is below 50%, gains shield equal to 30% of Max HP. | |
| Carabyne | Skill 3 | Carabyne's Basic Attacks deal extra damage equal to 16% of Carabyne's Max HP. They also have a 30% chance (depending on Carabyne's ACC), to cause damage to all surrounding enemy units. When Accuracy reaches 150, before dealing damage, dispels Invincibility from all hit targets. Carabyne's Basic Attacks are not influenced by Attack Speed bonuses. | Upgrade 1: Extra damage increased to 18% of Carabyne's Max HP. / Upgrade 2: Extra damage increased to 20% of Carabyne's Max HP. / Upgrade 3: Extra damage increased to 22% of Carabyne's Max HP. | When HP is below 50%, the damage of this skill is increased by 50%. | |
| Carabyne | Skill 4 | When entering battle, Carabyne enters the Guardian state. Gains 320% Crit Reduction, this effect fades to 0% in 20s. | Upgrade 1: Critical Reduction effect increased to 360%. / Upgrade 2: Critical Reduction effect increased to 400%. / Upgrade 3: Critical Reduction effect increased to 440%. | Effect decay extended to 40s. | |
| Carabyne | Talent | Talent | Shadow of the Depths Enhancement: Each time before the damage is dealt, dispels the target's Invincibility effect and 50% of shield. | Upgrade 1: Void Shell Enhancement: While active, reduces damage taken from Ultimate Skills by 50%. / Upgrade 2: Touch of Despair Enhancement: Deals damage to surrounding targets and binds them for 2s. / Upgrade 3: Dark Blood Enhancement: 12s after the start of the battle Carabyne restores HP equal to 100% of Max HP, and also teleports to the enemy target with the lowest Max HP. This effect can only be activated once per battle. | — |
| Womigon | Skill 1 | Womigon furiously strikes with their tail, knocking down all enemies in front and dealing damage equal to 24% of his Max HP. If the target is in a charging state, it will be interrupted. In Dragon Form: The skill target changes to all enemies around. After the tail hits a certain area, Womigon attacks enemies with a thunderstorm, dealing damage equal to 20% of their Max HP. (This skill cannot critically hit) | Upgrade 1: Damage increased to 27% of Womigon's Max HP. / Upgrade 2: Damage increased to 30% of Womigon's Max HP. / Upgrade 3: Damage increased to 33% of Womigon's Max HP. / Upgrade 4: Damage increased to 36% of Womigon's Max HP. | This skill throws all targets in the area to a specific location in front and knocks them down. | |
| Womigon | Skill 2 | Womigon taunts all enemies within a 5m radius. Targets affected by taunt will only attack Womigon for the next 3.5s. Receives a Shield equal to 20% of Max HP, lasts for 5s. Dragon Form: When the taunt ends, Womigon deals 25% of Max HP as DMG to all enemies within 3m. | Upgrade 1: Taunt effect is extended to 4 seconds. / Upgrade 2: Taunt effect is extended to 4.5 seconds. / Upgrade 3: Taunt effect is extended to 5 seconds. / Upgrade 4: Taunt effect is extended to 5.5 seconds. | Removes all control effects before activating the skill. | |
| Womigon | Skill 3 | Womigon, using the power of a thunderstorm, makes a powerful blow, knocking down the target and dealing damage equal to 20% of his own Max HP. Dragon Form: This skill is activated against targets in front. | Upgrade 1: Damage increased to 22% of Womigon's Max HP. / Upgrade 2: Damage increased to 24% of Womigon's Max HP. / Upgrade 3: Damage increased to 26% of Womigon's Max HP. | When the skill is activated, restores 35% of Max HP | |
| Womigon | Skill 4 | When Womigon's HP drops below 80%, gains the "Guardian" status: Reduces all damage taken by 50%. After 40 seconds of combat, turns into a dragon. In the dragon form all Basic Attacks target enemies in the front. In PVP mode, the time it takes to transform is halved. | Upgrade 1: Gains "Guardian" status when HP drops below 85%. / Upgrade 2: Gains "Guardian" status when HP drops below 90%. / Upgrade 3: Gains "Guardian" status when HP drops below 95%. | Conditions for transformation changed to: 30 seconds after the start of the battle. | |
| Womigon | Talent | Refreshes Dragon Roar immediately on Skill use. | Upgrade 1: Dragon Roar Enhancement: While Taunt is active, every 2% of Womigon's Damage Reduction reduces melee Damage by 1%, stacks up to 30%. / Upgrade 2: Thunderstrike Enhancement: Damage in Dragon Form is increased by 50%. / Upgrade 3: Dragonborn Enhancement: In the Dragon Form, increases Max HP by 25%, and also restores all HP and 600 Energy. | — | |
| Kareolis | Skill 1 | Kareolis punishes the enemy with Heavenly Fire, causing damage equal to 550% of Kareolis' ATK to all targets in the selected area. This creates a Shock Wave that spreads across the entire battlefield, causing damage to all targets equal to 1000% of Kareolis' ATK. | Upgrade 1: The damage of Heavenly Fire and Shock Wave has been increased to 600% and 1100% of Kareolis' ATK respectively. / Upgrade 2: The damage of Heavenly Fire and Shock Wave has been increased to 650% and 1200% of Kareolis' ATK respectively. / Upgrade 3: The damage of Heavenly Fire and Shock Wave has been increased to 700% and 1300% of Kareolis' ATK respectively. / Upgrade 4: The damage of Heavenly Fire and Shock Wave has been increased to 750% and 1400% of Kareolis' ATK respectively. | Heavenly Fire deals true damage to enemies. | |
| Kareolis | Skill 2 | Kareolis judges enemies in a straight line, dealing damage equal to 260% of Kareolis' ATK. | Upgrade 1: Damage increased to 280% of Kareolis' ATK. / Upgrade 2: Damage increased to 300% of Kareolis' ATK. / Upgrade 3: Damage increased to 320% of Kareolis' ATK. / Upgrade 4: Damage increased to 340% of Kareolis' ATK. | Heavenly Execution's damage becomes true damage. | |
| Kareolis | Skill 3 | Passive: For each hero with a Thunder Barrier on both sides, Kareolis increases damage dealt by 5%, can stack up to 5 times. Active: Kareolis releases a bolt of lightning hitting up to 3 targets, dealing damage equal to 560% of Kareolis' ATK, and simultaneously creates a Thunder Barrier on itself: All incoming damage is reduced by 60% for 3s. | Upgrade 1: Damage increased to 580% of Kareolis' ATK. / Upgrade 2: Damage increased to 600% of Kareolis' ATK. / Upgrade 3: Damage increased to 620% of Kareolis' ATK. | While Thunder Barrier is active, damage is dealt to nearby targets every 0.5 s equal to 80% of Kareolis' ATK. | |
| Kareolis | Skill 4 | At the start of the battle, Kareolis protects the middle and back rows by creating an Abyss Storm Field for 9s. Allied heroes within the Abyss' radius take 24% less damage. Any Charges into the Abyss Storm Field will be interrupted. | Upgrade 1: Damage reduction increased to 26%. / Upgrade 2: Damage reduction increased to 28%. / Upgrade 3: Damage reduction increased to 30%. | Allied heroes restore 10 Energy every second in the Abyss radius. | |
| Kareolis | Talent | Talent | Storm Field Enhancement: When Abyss ends, it explodes, dealing damage equal to 400% of Kareolis' ATK to all enemies, while simultaneously pushing all enemies away from it by 7 meters. | Upgrade 1: Heavenly Execution Enhancement: If this skill deals critical damage, it slightly pushes back and stuns the target for 2 sec. / Upgrade 2: Lightning Veil Enhancement: Discharge damage increased by 20% and hits up to 5 targets. / Upgrade 3: Thunder Verdict Enhancement: Enemies directly hit by Heavenly Fire enter a Shock state: impossible to activate common skills, area damage received is increased by 30% for 5s. | — |
| Avadon | Skill 1 | Avadon curls into a ball and charges toward the farthest enemy within range, knocking down all enemies along the path and around the target location, dealing damage equal to 42% of his Max HP. Then he grabs the nearest enemy and slams them into the ground 2 times, dealing 36% of his Max HP as damage to nearby enemies each time and knocking them down. All damage dealt by this skill can interrupt charges, is calculated immediately, cannot be delayed, and cannot critically hit. | Upgrade 1: Damage increased to 38% of Max HP. / Upgrade 2: Damage increased to 40% of Max HP. / Upgrade 3: Damage increased to 42% of Max HP. / Upgrade 4: Damage increased to 44% of Max HP. | Upon casting, restores HP equal to 25% of Avadon's Max HP. | |
| Avadon | Skill 2 | Throws rapid punches at nearby enemies, dealing 16% of Avadon's Max HP as damage and knocking down targets. If the number of nearby enemies is less than or equal to 2, the skill damage is doubled. | Upgrade 1: Damage increased to 18% of Max HP. / Upgrade 2: Damage increased to 20% of Max HP. / Upgrade 3: Damage increased to 22% of Max HP. / Upgrade 4: Damage increased to 24% of Max HP. | Passive Effect: Avadon's received healing and shield effects are increased by 13%. | |
| Avadon | Skill 3 | Avadon gains a permanent Guardian status. When receiving lethal damage, he prevents it, gains Invincibility for 2s, restores 70% HP, and gains 600 Energy. This can be triggered up to 1 times per battle. Every time Avadon moves (actively or passively), he gains a shield equal to 10% of Avadon's Max HP for 6s. | Upgrade 1: Shield strenght increased to 15% of Max HP. / Upgrade 2: Shield strenght increased to 20% of Max HP. / Upgrade 3: Shield strenght increased to 25% of Max HP. | The number of times the death prevention effect can be triggered is increased by 1. | |
| Avadon | Skill 4 | At the start of the battle, selects the allied hero with the lowest HP: when that hero receives lethal damage, Avadon prevents the damage, gives them Invincibility for 1s, and restores 50% of their HP. Simultaneously, Avadon briefly leaves the battlefield and then lands at the target hero's location, knocking down nearby enemies in a large area and dealing damage equal to 50% of his Max HP (this can interrupt charges, is calculated immediately, cannot be delayed, and cannot critically hit). This effect can be triggered up to 1 times per battle. | Upgrade 1: The invincibility time is increased to 1.5 seconds. / Upgrade 2: The invincibility time is increased to 2 seconds. / Upgrade 3: The invincibility time is increased to 2.5 seconds. | Upon landing, grants the target hero an additional shield equal to 20% of Avadon's Max HP. | |
| Avadon | Talent | Talent | Ultimate Enhancement: After casting, refreshes God Hands cooldown. | Upgrade 1: God Hands Enhancement: The skill can dispel enemy shields. / Upgrade 2: Great Indomitability Enhancement: At the end of the shield duration, 20% of the remaining shield value is converted to Max HP and restores an equivalent amount of HP. / Upgrade 3: Divine Verdict Enhancement: The maximum trigger count per battle increases by 1. | — |
| Artemis | Skill 1 | Artemis detonates a lightning charge dealing damage equal to 500% of her ATK to all nearby enemies and knocking them back 5 meters. Artemis then reloads her weapon and enters an Apocalypse state: Basic Attacks simultaneously attack 3 targets, firing 1 bolt at each target. For every 200 AS, the number of bolts increases by 1 up to 3 bolts. Each bolt deals damage equal to 80% of Artemis' ATK and activates a Basic Attack effect for 7s. | Upgrade 1: Each bolt's Damage is increased to 90% of Artemis' ATK. / Upgrade 2: Each bolt's Damage is increased to 100% of Artemis' ATK. / Upgrade 3: Each bolt's Damage is increased to 110% of Artemis' ATK. / Upgrade 4: Each bolt's Damage is increased to 120% of Artemis' ATK. | If lightning charge detonation deals Critical Damage, then after being knocked back, enemies will be stunned for 2 sec. | |
| Artemis | Skill 2 | Artemis Charges 3 meters away from the closest enemy target while simultaneously firing 6 bolts at the target, each bolt dealing Damage equal to 120% of Artemis' ATK. | Upgrade 1: Each bolt's Damage is increased to 130% of Artemis' ATK. / Upgrade 2: Each bolt's Damage is increased to 140% of Artemis' ATK. / Upgrade 3: Each bolt's Damage is increased to 150% of Artemis' ATK. / Upgrade 4: Each bolt's Damage is increased to 160% of Artemis' ATK. | Hunter Shift bolts now activate the Basic Attack effect. | |
| Artemis | Skill 3 | Every 3 Basic Attack activates the effect: fires a Chain Bolt at the target, dealing True Damage equal to 150% of Artemis' ATK. Chain Bolt ricochets between 3 different targets, reducing their Max HP equal to 80% of the damage until the end of the fight. This effect does not work against Bosses and Elites. This damage cannot hit critically. If Chain Shot hits a target that has a Thunder Barrier, Artemis herself gains a Thunder Barrier for the rest of the fight. Thunder Barrier: Reduces all damage taken by 80%. | Upgrade 1: True Damage is increased to 160% of Artemis' ATK. / Upgrade 2: True Damage is increased to 170% of Artemis' ATK. / Upgrade 3: True Damage is increased to 180% of Artemis' ATK. | Chain Shot Damage can now Crit. | |
| Artemis | Skill 4 | Every 6s Artemis gains 1 Phantom Bolts, up to 5 bolts. Artemis automatically fires one Phantom Bolt at enemy targets before they activate Charge and/or after they activate Teleportation, dealing damage equal to 320% of Artemis' ATK, interrupting the Charge and stunning the target for 2s. Before taking Damage, Artemis consumes Phantom Bolt and restores 200 Energy. This effect can be triggered up to 1 time(s) every 3s. | Upgrade 1: Damage dealt is increased to 360% of Artemis' ATK. / Upgrade 2: Damage dealt is increased to 400% of Artemis' ATK. / Upgrade 3: Damage dealt is increased to 440% of Artemis' ATK. | Artemis now has 3 Phantom Bolts at the start of the battle. | |
| Artemis | Talent | Talent | Final Battle Enhancement: When the effect ends, Artemis detonates another lightning charge. | Upgrade 1: Hunter Shift Enhancement: Hunter Shift has 50% Lifesteal. / Upgrade 2: Chain Shot Enhancement: Chain Shot Damage is increased by 20% and ricochets between up to 5 enemies. / Upgrade 3: Phantom Bolt Enhancement: When consuming a Phantom Bolt to restore Energy, Artemis creates a shield equal to 1000% of ATK and also receives Control Immunity for 1.5s. / Upgrade 4: Bolt Barrage Enhancement: Barrage Damage is increased by 20% and can now dispel an Invincibility effect. | — |
| Zemira | Skill 1 | Allows 2 allied targets with the lowest HP to restore HP equal to 35% of Zemira's Max HP and applies the Surge state to them for 5s. Surge: Damage dealt is increased by 35%. When Charging, if the target's HP is below the level it was at when receiving the state, restores HP back to the level at the moment of receiving the state. | Upgrade 1: HP restoration increased to 37% of Zemira's Max HP. / Upgrade 2: HP restoration increased to 40% of Zemira's Max HP. / Upgrade 3: HP restoration increased to 42% of Zemira's Max HP. / Upgrade 4: HP restoration increased to 45% of Zemira's Max HP. | Number of targets +1. | |
| Zemira | Skill 2 | Emits streams to 2 allied targets, removes Control Effects from them, and increases their Shield and Healing volumes by 40% for 5s. Simultaneously applies Thunder Shield on targets: reduces the damage received by targets by 20% for 5s. | Upgrade 1: Increases Shield and Healing volumes by 43%. / Upgrade 2: Increases Shield and Healing volumes by 46%. / Upgrade 3: Increases Shield and Healing volumes by 50%. / Upgrade 4: Increases Shield and Healing volumes by 53%. | Number of targets +1. | |
| Zemira | Skill 3 | Creates a vortex around 1 allied hero, dealing damage equal to 700% ATK to enemy targets and simultaneously restoring 100 Energy or Rage to the selected target. | Upgrade 1: Damage dealt increased to 750% ATK to enemy targets. / Upgrade 2: Damage dealt increased to 800% ATK to enemy targets. / Upgrade 3: Damage dealt increased to 850% ATK to enemy targets. | For every 50 ACC, the number of targets of this skill increases by 1, max: 5. | |
| Zemira | Skill 4 | If no enemy targets are within a 4-meter radius, Zemira enters a state of Invisibility. The Ignore Death effect of all allied heroes can activate an additional time. Every 5s automatically knocks all nearby enemies back and receives a Shield equal to 50% of HP, and Thunder Shield from Tidal Stream. During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Zemira is considered as a Terran hero. | Upgrade 1: Activation radius reduced to 3.5 meters. / Upgrade 2: Activation radius reduced to 3 meters. / Upgrade 3: Activation radius reduced to 2.5 meters. | Allied targets on the enemy side of the battlefield deal 10%~40% more damage (depending on Zemira's ACC stat, maximum effect at 150 ACC.) | |
| Zemira | Talent | Talent | Ultimate Enhancement: When Surge HP restoration is activated by allied heroes, Zemira restores 10% of her Max HP. | Upgrade 1: Tidal Stream Enhancement: Damage reduction effect increased to 40%. / Upgrade 2: Vortex Absorption Enhancement: Pulls enemy targets toward the center of the vortex over a small distance. / Upgrade 3: Phantom Veil Enhancement: Each time Zemira loses the Invisibility state, she summons a massive wave, knocking back enemy targets from her side of the battlefield to the enemy side. (Activates once every 30 seconds.) | — |
| Heimdall | Skill 1 | Heimdall Charges in the selected direction, deals damage to enemies along the way equal to 1000% of ATK. At the end of the Charge, Heimdall stomps the ground, knocking up targets in a 5m radius. He then strikes with the trident, dealing damage equal to 500% of ATK. When hitting only 1 target, the damage from a trident strike is increased by 150%. This skill can't Crit. | Upgrade 1: Damage increased to 1200% and 600% of Heimdall's ATK. / Upgrade 2: Damage increased to 1400% and 700% of Heimdall's ATK. / Upgrade 3: Damage increased to 1600% and 800% of Heimdall's ATK. / Upgrade 4: Damage increased to 1800% and 900% of Heimdall's ATK. | Charge has a 40% chance (depending on Heimdall's ACC) to stun enemies in its path and bring them to the end point of the Charge. | |
| Heimdall | Skill 2 | Heimdall spins the Trident of the Gods. While spinning the trident, Heimdall is immune to Basic Attacks. He also restores 50 Rage every second and deals damage to nearby targets equal to 260% of ATK for 4s. | Upgrade 1: Damage increased to 270% of Heimdall's ATK. / Upgrade 2: Damage increased to 280% of Heimdall's ATK. / Upgrade 3: Damage increased to 290% of Heimdall's ATK. / Upgrade 4: Damage increased to 300% of Heimdall's ATK. | While spinning the trident, has a 40% chance (depending on Heimdall's ACC) to become Immune to ranged skills. | |
| Heimdall | Skill 3 | Heimdall Charges behind the furthest target within 8m radius, dealing damage to targets along the way equal to 560% of ATK. | Upgrade 1: Damage increased to 630% of Heimdall's ATK. / Upgrade 2: Damage increased to 700% of Heimdall's ATK. / Upgrade 3: Damage increased to 770% of Heimdall's ATK. | Heimdall, when forced to teleport, instantly resets the Aurora Assault CD. | |
| Heimdall | Skill 4 | Heimdall gains ATK equal to 2% of Max HP, and reduces Crit Damage taken by 65%. Heimdall restores 2.4% Max HP when he is attacked by the enemies. When receiving lethal damage, ignores death and enters the Wrath of God state: Heimdall becomes larger, receives Invincibility for 2s, his Max HP increases by 80%, restores Full HP, all incoming True Damage is reduced by 50% while also restoring 50 Rage for 10s. This effect can be activated up to 1 time per battle. | Upgrade 1: When attacking enemies, HP recovery is increased to 2.6% of Heimdall Max HP. / Upgrade 2: When attacking enemies, HP recovery is increased to 2.8% of Heimdall Max HP. / Upgrade 3: When attacking enemies, HP recovery is increased to 3.0% of Heimdall Max HP. | Wrath of God duration increased to 20s. | |
| Heimdall | Talent | Talent | After activating the Ultimate Skill, instantly resets the CD of Cleaving Hurricane. | Upgrade 1: Cleaving Hurricane Enhancement: After completing the rotation of the trident, it inflicts additional damage to nearby targets equal to 800% of Heimdall's ATK. / Upgrade 2: Aurora Assault Enhancement: Heimdall restores 100 Rage. / Upgrade 3: Celestial Domain Enhancement:When Heimdall's HP drops below 50%, he instantly enters the Wrath of God state. This effect can be activated up to 1 times per battle. / Upgrade 4: Celestial Domain Enhancement: Upon entering the Divine Realm, Heimdall immediately recovers 600 Rage. | — |
| Kanis | Skill 1 | Kanis creates a ray, that gigantifies 1 selected heroes for 10s, prioritizing targets from his own row. Next, deals damage to all targets near the ally equal to 30% of Kanis' Max HP and has a 40% chance (depending on Kanis's ACC) to knock down targets hit by the skill. Gigantification: Heroes' bodies become larger by 30%, increasing Max HP by 70% of Kanis' Max HP and restoring the same amount of HP. | Upgrade 1: Damage increased to 33% of Kanis' Max HP. / Upgrade 2: Damage increased to 36% of Kanis' Max HP. / Upgrade 3: Damage increased to 39% of Kanis' Max HP. / Upgrade 4: Damage increased to 42% of Kanis' Max HP. | Dispels all CC effects from gigantified allies. | |
| Kanis | Skill 3 | Deals damage to a target equal to 16% of Kanis's Max HP and reduces their Energy by 150, at the same time restores 150 Energy to 1 allies, prioritizing targets from the same row. | Upgrade 1: Damage increased to 18% of Kanis' Max HP. / Upgrade 2: Damage increased to 20% of Kanis' Max HP. / Upgrade 3: Damage increased to 22% of Kanis' Max HP. / Upgrade 4: Damage increased to 24% of Kanis' Max HP. | 40% chance (depending on Kanis' ACC) to knock down targets. | |
| Kanis | Skill 4 | When allied heroes activate Knockdown skill, that hero recovers HP equal to 8% of Kanis' Max HP, as well as deal extra spear damage to the knocked down targets equal to 10% of Max HP. Spear damage can't be Critical. | Upgrade 1: HP recovery increased to 10% of Kanis' Max HP. / Upgrade 2: HP recovery increased to 12% of Kanis' Max HP. / Upgrade 3: HP recovery increased to 14% of Kanis' Max HP. | When opponents are knocked down, Kanis deals additional damage to the target with a spear, dealing damage equal to 5% of Kanis' Max HP. | |
| Taec | Skill 1 | Taec applies 3 layers of Arcane marks to enemies in the selected area (up to 5 layers), then consumes all layers and attacks marked enemies. For each Arcane mark layer, Taec attacks the enemy with a meteor, dealing damage equal to 550% of Taec's ATK. | Upgrade 1: Each meteor's damage increased to 600 Taec's ATK. / Upgrade 2: Each meteor's damage increased to 650 Taec's ATK. / Upgrade 3: Each meteor's damage increased to 700 Taec's ATK. / Upgrade 4: Each meteor's damage increased to 750 Taec's ATK. | Allied Atlas heroes, upon activation of their Ultimate Skills, will also apply 1 layers of Arcane marks to the targets. | |
| Taec | Skill 2 | Taec wraps himself in lightning runes, creating a barrier. Taec receives a Thunder Shield: Reduces all damage received by 60% for 7s. The Shield then explodes, causing damage in a 5m radius equal to 770% of Taec's ATK and knocks back targets. If there are no enemy targets within the detonation radius, then the bearer of Thunder Shield restores 100 Energy or Rage. | Upgrade 1: Damage increased to 780% of Taec's ATK. / Upgrade 2: Damage increased to 790% of Taec's ATK. / Upgrade 3: Damage increased to 800% of Taec's ATK. / Upgrade 4: Damage increased to 810% of Taec's ATK. | While Thunder Shield is active, deals damage to targets around equal to 80% of Taec' ATK every 0.5s. | |
| Taec | Skill 3 | Taec unleashes their rune powers, causing damage equal to 780% of Taec's ATK to enemies in the area. | Upgrade 1: Damage increased to 790% of Taec's ATK. / Upgrade 2: Damage increased to 800% of Taec's ATK. / Upgrade 3: Damage increased to 810% of Taec's ATK. | Applies 1 layers of Arcane marks to the affected target. | |
| Taec | Skill 4 | Each time Taec deals damage to an enemy, the subsequent damage Taec deals to that enemy is permanently increased by 1.4%, stacks up to 20 times. Taec inflicts additional 180% damage to Large Summons. | Upgrade 1: Subsequent damage is increased by 1.6%. / Upgrade 2: Subsequent damage is increased by 1.8%. / Upgrade 3: Subsequent damage is increased by 2%. | At the start of the battle, Taec's ATK increases by 5% (up to 30%) for each allied Atlas hero. | |
| Taec | Talent | Talent | Runic Blast Enhancement: All allies with Thunder Shield can trigger an explosion. | Upgrade 1: Mystic Rush Enhancement: When hitting 3 or more targets, instantly resets the CD of Runic Blast. / Upgrade 2: Sea of Knowledge Enhancement: While Taec is on the battlefield, the damage received by all allied Atlas Energy heroes in a single attack can't be more than 15% of their Max HP. / Upgrade 3: Arcane Meteor Enhancement: If 5 layers of Arcane marks are consumed on the same target, additionally attacks the target with a huge meteor, dealing damage equal to 800% of Taec' ATK, and also dealing damage to targets around equal to 200% of Taec' ATK. | — |
| Amat | Skill 1 | Amat summons a huge alligator that bites all targets in the area, dealing damage equal to 2000% of Amat's ATK and creating a shield around Amat equal to 30% of Amat's Max HP for 5s. Prioritizes the closest targets. If the targets hit by the Alligator have Invincibility, then Amat also gains Invincibility for 5s. | Upgrade 1: Damage increased to 2200% of Amat's ATK. / Upgrade 2: Damage increased to 2400% of Amat's ATK. / Upgrade 3: Damage increased to 2600% of Amat's ATK. / Upgrade 4: Damage increased to 2800% of Amat's ATK. | When the huge alligator hits the same target 3 times, it deals additional damage equal to 90% of the target's lost HP. (In PvE modes, damage cannot exceed 3000% of Amat's ATK) | |
| Amat | Skill 2 | Amat summons 1 small alligators; up to 1. Small alligator: Inherits 200% of Amat's ATK and DEF and HP equal to 1000% of ATK. When a small alligators dies or disappears they activate the Death Effect: Increases damage from Amat's Ultimate Skills by 12% up to 10 times. | Upgrade 1: When a small alligator dies or disappears, increases the damage of subsequent Ultimate Skills for each death by 13%. / Upgrade 2: When a small alligator dies or disappears, increases the damage of subsequent Ultimate Skills for each death by 14%. / Upgrade 3: When a small alligator dies or disappears, increases the damage of subsequent Ultimate Skills for each death by 15%. / Upgrade 4: When a small alligator dies or disappears, increases the damage of subsequent Ultimate Skills for each death by 16%. | Additional Death Effect: Decreases CD for the next use of Heir of the Wasteland by 1s. | |
| Amat | Skill 3 | Amat summons the Scales of Justice, dealing damage to targets within 5m radius equal to 600% of Amat's ATK. If there are no enemy targets near Amat, then this skill will be activated by Amat's illusion above the closest target. | Upgrade 1: Damage increased to 700% of Amat's ATK. / Upgrade 2: Damage increased to 800% of Amat's ATK. / Upgrade 3: Damage increased to 900% of Amat's ATK. | If there are more than 3 enemies on your side of the battlefield, then the damage from activating Scales of Justice increases by 20% and the radius increases to 7m. | |
| Amat | Skill 4 | During the hero formation or during a battle, Amat can be considered as a Wenfyr hero. They also can be considered a Wenfyr hero in the Soul Mine. When 5 allied Summoned creatures die or disappear, Amat activates Sandmaw at the last creature's place of death at no cost, dealing damage equal to 60% of the Ultimate Skill. When entering battle, Amat reduces damage received by 70% for 20s. | Upgrade 1: The damage of Sandmaw activated by Divine Majesty is increased to 70% of the Ultimate Skill. / Upgrade 2: The damage of Sandmaw activated by Divine Majesty is increased to 80% of the Ultimate Skill. / Upgrade 3: The damage of Sandmaw activated by Divine Majesty is increased to 90% of the Ultimate Skill. | When a small alligator disappears or dies, the counter of this skill will count them as 2 Summoned Creatures. | |
| Amat | Talent | Talent | Divine Majesty Enhancement: When 4 summoned creatures die or disappear, activates Sandmaw at no cost. | Upgrade 1: Heir of the Wasteland Enhancement: Summons 1 additional small alligators, max quantity increased to 2. / Upgrade 2: Scales of Justice Enhancement: Additionally releases streams of souls at 1 nearby targets, dealing damage equal to 1000% of Amat's ATK and pushing them 8m away from Amat. / Upgrade 3: Sandmaw Enhancement: The huge alligator instantly executes targets with HP below 15% (ignores Invincibility and Death avoidance effects), does not work against Elite or Boss monsters, but increases the damage of the huge alligator against Elite and Boss monsters by 10%. | — |
| Rose | Skill 1 | Rose throws 5 blades at the farthest target from herself, each blade dealing damage equal to 1300% of ATK, dispelling Invincibility effects and Shields from enemies. Then she teleports behind the target, dealing damage equal to 1000% of ATK to all enemies along the path and resetting the cooldown of Raging Wave. | Upgrade 1: Damage dealt after the teleportation increases to 1100% of ATK. / Upgrade 2: Damage dealt after the teleportation increases to 1200% of ATK. / Upgrade 3: Damage dealt after the teleportation increases to 1300% of ATK. / Upgrade 4: Damage dealt after the teleportation increases to 1400% of ATK. | Each blade reduces the target's Critical Damage Reduction by 20% for 5s; can be stacked. | |
| Rose | Skill 2 | Rose teleports behind the target with the lowest HP, dealing damage equal to 1000% of ATK. If this damage is restricted by the damage cap effect, the cooldown of this skill is reset (up to 1 times within 3s). | Upgrade 1: Damage increases to 1100% of ATK. / Upgrade 2: Damage increases to 1200% of ATK. / Upgrade 3: Damage increases to 1300% of ATK. / Upgrade 4: Damage increases to 1400% of ATK. | Deals the same damage to targets nearby. | |
| Rose | Skill 3 | All damage dealt by Rose to targets with HP above 75% deals additional damage equal to 10% of the target's current HP; for enemies with HP at or below 25%, it deals additional damage equal to 10% of the target's lost HP. All additional damage cannot exceed 750% of her ATK. | Upgrade 1: The maximum additional damage limit increases to 800% of Rose's ATK. / Upgrade 2: The maximum additional damage limit increases to 850% of Rose's ATK. / Upgrade 3: The maximum additional damage limit increases to 900% of Rose's ATK. | Rose increases her ATK by 20% upon teleportation for up to 8 times. | |
| Rose | Skill 4 | At the start of the battle, Rose gains a Thunder Shield, reducing all incoming damage by 85% (effective against True Damage); over 20s, the effect gradually decreases to 0. Upon taking lethal damage, Rose ignores it, becomes Invincible for 2s, restores 70% of Max HP, and gains 200 Energy. Can be activated up to 2 times per battle. | Upgrade 1: Energy recovery increases to 250. / Upgrade 2: Energy recovery increases to 300. / Upgrade 3: Energy recovery increases to 350. | Upon activating the ignore death effect, she gains the same Thunder Shield and dispels Crowd Control effects from herself. | |
| Rose | Talent | Talent | Ultimate Skill Enhancement: After teleportation, Rose gathers all targets along the path, throws them forward and stuns them for 3s. | Upgrade 1: Raging Wave Enhancement: Activating the skill grants all allied assassin heroes a Shield equal to 1600% of Rose's ATK for 5s. / Upgrade 2: Nightmare's Torment Enhancement: HP conditions for additional damage adjusted from 75% and 25% to 50%. / Upgrade 3: Rising Moon Enhancement: For each allied Atlas hero that dies, Rose's ignore death effect can activate an additional time. | — |
| Jaxidi | Skill 1 | Jaxidi summons a whirlpool at the selected location, dealing damage equal to 70% of Jaxidi's Max HP to all targets in the area, and has 40% probability (depending on Jaxidi's ACC) to throw targets into the center of the whirlpool. Next, Jaxidi summons 2 Abyssal Swarm(s) at the center of the whirlpool. Abyssal Swarms will inherit 100% ATK, DEF and 35% of Jaxidi's HP. 5 Abyssal Swarms can exist on the battlefield simultaneously. | Upgrade 1: Damage increased to 80% of Jaxidi's Max HP. / Upgrade 2: Damage increased to 90% of Jaxidi's Max HP. / Upgrade 3: Damage increased to 100% of Jaxidi's Max HP. / Upgrade 4: Damage increased to 110% of Jaxidi's Max HP. | At the start of the battle, if there are 3/4/5 Atlas Heroes in the squad, then summons 1/2/3 Abyssal Swarm. | |
| Jaxidi | Skill 3 | Jaxidi and Abyssal Swarms simultaneously gain a Water Shield equal to 24% of their Max HP. The Water Shield stops nearby enemy's Charges for 5s. | Upgrade 1: Shield strenght increased to 26% of Max HP. / Upgrade 2: Shield strenght increased to 28% of Max HP. / Upgrade 3: Shield strenght increased to 30% of Max HP. / Upgrade 4: Shield strenght increased to 32% of Max HP. | When creating a Water Shield, there is a 30% chance (depending on Jaxidi's ACC) to bind targets in range for 3s. | |
| Jaxidi | Skill 4 | At the beginning of the battle or before activating the Ultimate Skill, Jaxidi gains a Thunder Shield: Reduces all damage taken by 50% for 10 s. If all Heroes deployed are Atlas, then at the same time a Thunder Shield will be also given to all allied Summoner Heroes. Before activating a Basic Skill, Jaxidi has a 30% probability (depending on Jaxidi's ACC) to summon 1 additional Abyssal Swarm(s). | Upgrade 1: Probability of additional Abyssal Swarm summoning increased to 40%. / Upgrade 2: Probability of additional Abyssal Swarm summoning increased to 50%. / Upgrade 3: Probability of additional Abyssal Swarm summoning increased to 60%. | At the start of the battle, Jaxidi gains 400 Energy. | |
| Elemma | Skill 1 | Elemma enters the Godlike state: doubles Attack Speed, Basic Attacks deal damage to all targets along the way equal to 280% of Elemma's ATK, also applies Basic Attack effects to the first target for 5s. When the initial Attack Speed reaches 500, each Basic Attack in the Godlike state fires 2 arrows. | Upgrade 1: While Godlike, Basic Attack damage is increased to 290% of Elemma's ATK. / Upgrade 2: While Godlike, Basic Attack damage is increased to 300% of Elemma's ATK. / Upgrade 3: While Godlike, Basic Attack damage is increased to 310% of Elemma's ATK. / Upgrade 4: While Godlike, Basic Attack damage is increased to 320% of Elemma's ATK. | When entering the Godlike state, Elemma gains a Shield equal to 1500% of ATK. | |
| Elemma | Skill 2 | Elemma fires 2 arrow volleys into an area, dealing area damage equal to 330% of Elemma's ATK each time. | Upgrade 1: Each arrow volley's damage is increased to 370% of Elemma's ATK. / Upgrade 2: Each arrow volley's damage is increased to 410% of Elemma's ATK. / Upgrade 3: Each arrow volley's damage is increased to 450% of Elemma's ATK. / Upgrade 4: Each arrow volley's damage is increased to 490% of Elemma's ATK. | Arrow Volley activates the effects of Basic Attacks. | |
| Elemma | Skill 3 | Each 3 Basic Attack activates the effect: Deals True Damage equal to 65% of ATK. When receiving lethal damage, ignores death and becomes Invincible for 2s, and also restores HP equal to 1500% of Elemma's ATK. This effect can be activated up to 1 times per battle. | Upgrade 1: Damage increased to 75% of Elemma's ATK. / Upgrade 2: Damage increased to 85% of Elemma's ATK. / Upgrade 3: Damage increased to 95% of Elemma's ATK. | Permanently lowers the target's Max HP equal to 80% of damage. | |
| Elemma | Skill 4 | At the beginning of the battle, creates a Lightning Grid around the front row and the allied side fenced with the Lightning Grid becomes a Lightning Field for 10s. When enemies make Charges and touch the Lightning Grid, they will receive damage equal to 1500% of Elemma's ATK and have their Charge interrupter. When enemies Teleport into the Lightning Field, they instantly take lightning damage 3 times. Each lightning deals damage equal to 280% of Elemma's ATK and activates Basic Attack effects, as well as reduces damage dealt to targets by 25% for 3s. | Upgrade 1: Lightning damage increased to 310% of Elemma's ATK. / Upgrade 2: Lightning damage increased to 340% of Elemma's ATK. / Upgrade 3: Lightning damage increased to 370% of Elemma's ATK. | Allied Atlas Hunter Heroes in the area of effect of the Lightning Field receive a Thunder Shield: reduces damage taken by 80% for 30s. | |
| Elemma | Talent | Talent | Thunderbolt Enhancement: The number of arrow volleys has been increased by 1. | Upgrade 1: Twilight Quiver Enhancement: When Ignore Death is activated, instantly restores 600 Energy. / Upgrade 2: Lightning Field Enhancement: After the Lightning Field ends, all enemies take lightning damage 5 times. / Upgrade 3: Amorphous Deity Enhancement: While in the Godlike state, Elemma increases her attack radius by 4 meters and increases her Critical Damage by 45%. | — |
| Eren | Skill 1 | Eren teleports and possesses the target's body: during the effect Eren cannot be targeted by enemy attacks or abilities and cannot take damage, reduces the target's Energy or Rage by 400, the target cannot restore Energy/Rage, every 0.5s target receives damage equal to 900% of Eren's ATK, for 3s. After the effect ends, Eren leaves the enemy's body and deals damage equal to 2100% of Eren's ATK. After the effect ends, Eren cannot restore Energy for 3s. | Upgrade 1: Damage is increased to 2300% of Eren's ATK. / Upgrade 2: Damage is increased to 2500% of Eren's ATK. / Upgrade 3: Damage is increased to 2700% of Eren's ATK. / Upgrade 4: Damage is increased to 2900% of Eren's ATK. | When Eren leaves the enemy's body, he deals additional True damage equal to 30% of the target's HP (in PvE modes cannot exceed 3200% of Eren's ATK), cannot be Critical. | |
| Eren | Skill 2 | Eren charges forward, dealing damage to all targets in his path equal to 600% of ATK, and after the charge, he spins his scythe, dealing damage to all targets around equal to 1200% of ATK. | Upgrade 1: Charge damage is increased to 700% of Eren's ATK. / Upgrade 2: Charge damage is increased to 800% of Eren's ATK. / Upgrade 3: Charge damage is increased to 900% of Eren's ATK. / Upgrade 4: Charge damage is increased to 1000% of Eren's ATK. | During scythe spinning, pulls enemies around to the center by a small distance and stuns them for 3s. | |
| Eren | Skill 3 | Eren delves into darkness, increasing ATK by 70% and gaining the Invisibility status: Cannot be targeted by enemy attacks or abilities, can pass through targets, and damage taken is reduced by 75% for 8s. | Upgrade 1: ATK bonus increased to 74%. / Upgrade 2: ATK bonus increased to 78%. / Upgrade 3: ATK bonus increased to 82%. | At the start of battle, immediately delves into darkness. | |
| Eren | Skill 4 | During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Eren is considered as a Wenfyr hero. They can also be considered a Wenfyr hero in the Soul Mine. Eren ignores lethal damage and restores HP equal to 1500% of ATK, can be activated up to 1 times per battle. | Upgrade 1: HP restoration increased to 2000% of Eren's ATK. / Upgrade 2: HP restoration increased to 2500% of Eren's ATK. / Upgrade 3: HP restoration increased to 3000% of Eren's ATK. | When ignoring lethal damage, Eren restores 600 Energy. | |
| Eren | Talent | Talent | Darkness Absorption Enhancement: When Eren leaves the enemy's body, he additionally deals damage to surrounding targets equal to 2500% of ATK. | Upgrade 1: Shadow Charge Enhancement: After 1s of scythe spinning, summons a phantom that additionally deals scythe spin damage 1 times. / Upgrade 2: Descent into the Abyss Enhancement: After Invisibility ends, Eren gains Thunder Shield: damage taken is reduced by 80% for 8s. / Upgrade 3: Chitinous Shell Enhancement: Ignoring lethal damage activates +1 times per battle. | — |
| Sina | Skill 1 | Creates a sea on the battlefield, summoning one Magic Fish from the sea every second and dealing damage to enemies in the field equal to 10% of Sina’s Max HP for 4s.\n Magic Fish: Inherits 120% HP and 100% of other stats from Sina, cannot attack, but restores HP to nearby allies every second equal to 1% of the Magic Fish’s HP, max number on the battlefield - 4 units. Upon entering battle, the fish selects one allied target for protection: when the target receives lethal damage, the fish takes the damage instead and makes the target Invincible for 2s. (Triggered up to 1 time every 15s) | Upgrade 1: The per-second damage is increased to 13% of Sina’s Max HP. / Upgrade 2: The per-second damage is increased to 16% of Sina’s Max HP. / Upgrade 3: The per-second damage is increased to 19% of Sina’s Max HP. / Upgrade 4: The per-second damage is increased to 22% of Sina’s Max HP. | Max number of Magic Fish +1. | |
| Sina | Skill 2 | Summons a Magic Fish at the largest enemy cluster, dealing damage to all enemies around equal to 15% of Sina’s Max HP and stunning them for 2s. | Upgrade 1: Damage increased to 18% of Sina’s Max HP. / Upgrade 2: Damage increased to 21% of Sina’s Max HP. / Upgrade 3: Damage increased to 24% of Sina’s Max HP. / Upgrade 4: Damage increased to 27% of Sina’s Max HP. | Reduces the enemy's energy by 40. | |
| Sina | Skill 3 | Every 6s, Magic Fish applies Thunder Barrier to itself and its protected target, lasting 3s: reduces received damage by 40%, and if the target is a Large Summoned Creature, reduces it by 80% . Sina revives after death with 70% HP and 600 Energy. Activates up to 1 times per battle. | Upgrade 1: Revival HP increased to 80%. / Upgrade 2: Revival HP increased to 90%. / Upgrade 3: Revival HP increased to 100%. | Thunder Barrier from Magic Fish additionally reduces received True Damage by 20%/40% (for large summons). | |
| Sina | Skill 4 | When 3 or more summoning heroes are deployed in battle, all friendly heroes will gain an invincibility effect for 4 seconds at the start of the battle.After each Magic Fish summon, Sina’s HP and Max HP increase by 8% (stacks up to 8 times). During the formation of a squad, during battle or in Soul Rubellite Mine, Sina can be considered as a Wenfyr Hero | Upgrade 1: Max HP bonus from each Magic Fish increased to 9%. / Upgrade 2: Max HP bonus from each Magic Fish increased to 10%. / Upgrade 3: Max HP bonus from each Magic Fish increased to 11%. | Sina's starting Energy reserve increased to 350. | |
| Sina | Talent | Talent | Ultimate Skill Enhancement: When the protection effect from Magic Fish activates, it restores HP to the protected target equal to 40% of the Magic Fish’s Max HP. | Upgrade 1: Nightmare Depths Enhancement: Affected targets take 30% more damage for 4s. / Upgrade 2: Blessing of Waters Enhancement: The target under the protection from Magic Fish regenerates 15 Energy per second. / Upgrade 3: Supreme Wyvern Enhancement: Allied heroes and Summoned Creatures take 18% less AoE Damage. | — |
| Arius | Skill 1 | Arius uses the power of Yama, dealing 3 hits to all enemies. The first hit deals damage equal to 1500% of Arius's ATK, reduces the targets' Damage Reduction by 90%, and blocks the activation of Ultimate Skills for targets for 5s. The second hit deals damage equal to 2500% of Arius's ATK, reduces 400 Energy and Rage, and affected targets take 150% more damage from Critical hits for 5s. The third hit deals True Damage equal to 8000% of Arius's ATK and stuns targets for 5s. Passive effect: 1s after the start of the battle, Arius summons Black Demon and White Demon to the battlefield. Black Demon: appears in the front row of the squad, inherits 800% HP from Arius, all damage taken is reduced by 90%, cannot perform Basic Attacks, cannot move. White Demon: appears in the rear row of the squad, inherits 200% ATK from Arius, gains 100% Crit Rate and 150% Damage Increase, cannot perform Basic Attacks, cannot move. | Upgrade 1: Damage from the third hit is increased to 8500% ATK. / Upgrade 2: Damage from the third hit is increased to 9000% ATK. / Upgrade 3: Damage from the third hit is increased to 9500% ATK. / Upgrade 4: Damage from the third hit is increased to 10000% ATK. | After killing enemies with the Ultimate Skill, Arius additionally restores 300 Energy. | |
| Arius | Skill 2 | Arius deals damage equal to 1800% ATK to the largest cluster of enemies, and also reduces the damage dealt by all targets in the area by 65% for 5s. Also instantly charges the White Demon and Black Demon. Upon being charged, the Black Demon instantly activates Dark Call: taunts surrounding enemies to attack and gains 15% Damage Reflection, and restores HP every second equal to 8% of Max HP for 5s. Upon being charged, the White Demon instantly activates Demon's Order: randomly selects 3 Summoned Creatures and applies Demon's Order to them; after 1s, Demon's Order explodes, dealing True Damage to enemies equal to 2500% of the White Demon's ATK and reduces 250 Energy and Rage. | Upgrade 1: The damage dealt reduction of targets is increased to 70%. / Upgrade 2: The damage dealt reduction of targets is increased to 75%. / Upgrade 3: The damage dealt reduction of targets is increased to 80%. / Upgrade 4: The damage dealt reduction of targets is increased to 85%. | When the Black Demon is charged, it additionally gains 20% Shield Amount. | |
| Arius | Skill 3 | While Arius is alive, increases Damage Increase of Summoner Heroes and Summoned Creatures by 10% every second, stacking up to 15 times. Each time an allied Summoned Creature dies, Arius increases AoE Damage by 10%, stacking up to 15 times. | Upgrade 1: Each time a Summoned Creature dies, Arius increases AoE Damage by 11%. / Upgrade 2: Each time a Summoned Creature dies, Arius increases AoE Damage by 12%. / Upgrade 3: Each time a Summoned Creature dies, Arius increases AoE Damage by 13%. | Arius's Energy restoration efficiency is increased by 50%. | |
| Arius | Skill 4 | While the Black Demon is alive, Arius gains the Invincibility state (Cannot be dispelled). While Arius is alive, the White Demon cannot take any damage; upon Arius's death, the White Demon instantly dies. At the start of the battle, Arius gains 2 Healing marks. Each time the Black Demon's HP falls below 50%, Arius consumes a mark and restores the Black Demon's HP equal to 25% of Max HP, and the demon also gains Invincibility for 1s. One Healing mark can be consumed every 3s; if the Black Demon dies while having unconsumed Healing marks, Arius instantly gains the Ten Hells state. Ten Hells: Damage Reduction is increased by 60%, damage taken at one time cannot exceed 8% of Max HP, duration 15s. | Upgrade 1: HP restoration upon consuming a mark is increased to 30% of Max HP. / Upgrade 2: HP restoration upon consuming a mark is increased to 35% of Max HP. / Upgrade 3: HP restoration upon consuming a mark is increased to 40% of Max HP. | In PVP modes, Arius, Black Demon, and White Demon gain the Domination state until the end of the battle. | |
| Arius | Talent | Talent | Ultimate Skill Enhancement: When dealing damage, Arius's Ultimate Skill dispels Invincibility, Shield effects, and Light Barriers. | Upgrade 1: Nether Calamity Enhancement: Upon death, the Black Demon deals True Damage equal to 3000% ATK to enemies in a large radius and charges the White Demon. / Upgrade 2: Divine Retribution Enhancement: Each time an allied Hero dies, Arius instantly restores 300 Energy and increases Crit Damage by 80%, stacking up to 3 times. / Upgrade 3: Verdict of the Ten Hells Enhancement: At the start of the battle, Arius gains 4 Healing marks. If the Black Demon dies without consuming all Healing marks, for each Healing mark Arius restores 200 Energy, increases Ranged Damage by 60%, and gains 20% Lifesteal, stacking up to 4 times until the end of the battle. / Upgrade 4: Lord of the Living Enhancement: Activates only once at the start of the battle; Arius selects the enemy Hero with the highest ATK and the Hero with the highest HP (cannot select the same target), preventing them from restoring Energy and Rage and activating Ultimate Skills for 5s. | — |
| Dia | Skill 1 | Dia utters a prayer, applying Spiritual Barrier to all allied heroes for 6s. Spiritual Barrier: ATK is increased by 70%, restores HP every second equal to 15% of Dia's Max HP, damage taken at one time cannot exceed 10% of the target's Max HP; if the target takes damage 6 times, the barrier instantly shatters. | Upgrade 1: ATK bonus is increased to 80%. / Upgrade 2: ATK bonus is increased to 90%. / Upgrade 3: ATK bonus is increased to 100%. / Upgrade 4: ATK bonus is increased to 110%. | Targets with Spiritual Barrier gain the Domination state for 1s. | |
| Dia | Skill 2 | Dia selects 1 Summoned Creatures with the lowest HP, instantly causing them to die and create an explosion, dealing damage to all surrounding enemies equal to 40% of Dia's Max HP, and reduces Energy or Rage by 200. When there are no Summoned Creatures on the battlefield, this skill cannot be activated. | Upgrade 1: Damage is increased to 45% of Dia's Max HP. / Upgrade 2: Damage is increased to 50% of Dia's Max HP. / Upgrade 3: Damage is increased to 55% of Dia's Max HP. / Upgrade 4: Damage is increased to 60% of Dia's Max HP. | After activating the skill, Dia restores an additional 100 Energy. | |
| Dia | Skill 3 | During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Dia is considered as an Atlas and Wenfyr hero. While Dia is on the battlefield, all targets take an additional 60% damage from Summoner Heroes and Summoned Creatures; enemy heroes lose 2% Damage Increase every second, duration until the end of the battle. | Upgrade 1: The additional damage % is increased to 65%. / Upgrade 2: The additional damage % is increased to 70%. / Upgrade 3: The additional damage % is increased to 75%. | At the start of the battle, Dia and an ally in the same row gain 200 Energy. | |
| Dia | Skill 4 | Each allied Support or Summoner Hero grants Dia 9% Damage Reduction (Effective against True Damage), stacking up to 6 times, duration until the end of the battle. When Dia's HP falls below 40%, instantly restores 100% HP and 600 Energy, and gains the Invincibility state for 2s; this effect activates 1 times per battle. | Upgrade 1: Damage Reduction bonus for each hero is increased to 10%. / Upgrade 2: Damage Reduction bonus for each hero is increased to 11%. / Upgrade 3: Damage Reduction bonus for each hero is increased to 12%. | At the start of the battle, Dia gains the Domination state for 4s. | |
| Dia | Talent | Talent | Ultimate Skill Enhancement: At the start of the battle, all allied units gain Spiritual Barrier for 5s. | Upgrade 1: Carrion Explosion Enhancement: The number of targets is increased to 2. / Upgrade 2: Priestess's Curse Enhancement: Upon death, Dia selects the enemy hero with the highest ATK and reduces their Damage Increase by 200%, duration 10s. / Upgrade 3: Spiritual Rite Enhancement: Upon activating the Invincibility effect when HP falls, instantly gains the Priestess's Blessing state for 20s. Priestess's Blessing: Max HP is increased by 100%; upon taking damage, becomes untargetable for 2s, activates only once every 5s. | — |
| Prometheus | Skill 1 | Prometheus deals a cross slash to the target, dealing damage to enemies in the area in front equal to 4000% ATK and stunning them for 2s; the main target of the skill is knocked back to the edge of the battlefield and takes 300% additional damage from Prometheus for 3s. Damage from this skill cannot crit. | Upgrade 1: Damage is increased to 4200% ATK. / Upgrade 2: Damage is increased to 4400% ATK. / Upgrade 3: Damage is increased to 4600% ATK. / Upgrade 4: Damage is increased to 4800% ATK. | Damage is replaced with True Damage. | |
| Prometheus | Skill 2 | Prometheus charges at the farthest target from himself, knocks the target in the air, and deals True Damage equal to 3000% ATK. Damage from this skill cannot crit. | Upgrade 1: Damage is increased to 3200% ATK. / Upgrade 2: Damage is increased to 3400% ATK. / Upgrade 3: Damage is increased to 3600% ATK. / Upgrade 4: Damage is increased to 3800% ATK. | Upon hitting the target, applies an Energy restoration block effect for 2s. | |
| Prometheus | Skill 3 | Prometheus's armor provides a 10% chance to completely block damage; upon each successful block, Prometheus increases ATK by 15% and resets the CD of Dashing Blade. The ATK increase effect stacks up to 10 times until the end of the battle. | Upgrade 1: After a block, increases ATK by 16%. / Upgrade 2: After a block, increases ATK by 17%. / Upgrade 3: After a block, increases ATK by 18%. | After a successful block, gains the Domination state for 1s. | |
| Prometheus | Skill 4 | Prometheus gains ATK equal to 4% Max HP; in battle, any damage taken is reduced by 50% (Effective against True Damage). Each time allied heroes take damage, they restore Prometheus's HP equal to 1% Max HP. When Prometheus's HP falls below 40%, he becomes Invincible and untargetable for 6s. This effect activates 1 times per battle. | Upgrade 1: In battle, any damage taken is reduced by 55% (Effective against True Damage). / Upgrade 2: In battle, any damage taken is reduced by 60% (Effective against True Damage). / Upgrade 3: In battle, any damage taken is reduced by 65% (Effective against True Damage). | When restoring HP, Prometheus also increases Healing effects by 1%, stacking up to 100%. | |
| Prometheus | Talent | Talent | Ultimate Skill Enhancement: When dealing damage, reduces targets' Energy/Rage by 200. | Upgrade 1: Dashing Blade Enhancement: After each Charge, Prometheus becomes untargetable for 2s. / Upgrade 2: Iron Bastion Enhancement: Upon blocking, Prometheus restores 150 Rage to himself and the ally with the highest ATK. / Upgrade 3: Forged Shroud Enhancement: Damage block chance is increased to 60%, but can activate at most 1 times within 3s. If Prometheus's HP is below 50%, a successful block restores HP to himself and the ally with the lowest HP equal to 10% of Prometheus's Max HP. | — |
| Isaac | Skill 1 | Strikes the enemy with a weapon in rapid succession, dealing 110% ATK DMG and knocking them back. | — | — | |
| Isaac | Skill 2 | Slams a weapon into a single enemy unit, dealing 180% ATK DMG and increasing DEF for a short time. | — | — | |
| Faddy | Skill 1 | Fires a laser from its eye, causing DMG to all enemies in the area. | — | — | |
| Faddy | Skill 2 | The crippling gaze damages enemies and decreases their DEF by 15% for 5 secs. | — | — | |
| Zaden | Skill 1 | Spits venom at the target, dealing DMG, poisoning them, and increasing the DMG the target takes. | — | — | |
| Zaden | Skill 2 | Gnaws at the closest target, converting part of the DMG dealt with HP recovery. | — | — | |
| Muka | Skill 1 | Muka jumps and charges at an enemy, inflicting 500% ATK as DMG and entering Blood Wolf status. Blood Wolf increases Muka's AS by 500, CRIT RATE by 30%, and CRIT DMG by 10% for 7s. | Upgrade 1: DMG is increased to 650% of ATK. / Upgrade 2: DMG is increased to 700% of ATK. / Upgrade 3: DMG is increased to 750% of ATK. / Upgrade 4: DMG is increased to 800% of ATK. | The duration of Blood Wolf is extended by 3s. Blood Wolf provides an additional 15% Lifesteal. | |
| Muka | Skill 2 | Summons 1 Wolf to fight alongside him. The Wolf inherits 45% of Muka's Attack, Defense and Health, and 100% of Muka's Crit Rate, Damage Reduction and Damage Bonus. There can only be 2 Wolfs at the same time. | Upgrade 1: Feral Wolves have 50% of Muka's ATK, DEF, and HP. / Upgrade 2: Feral Wolves have 55% of Muka's ATK, DEF, and HP. / Upgrade 3: Feral Wolves have 60% of Muka's ATK, DEF, and HP. / Upgrade 4: Feral Wolves have 65% of Muka's ATK, DEF, and HP. | Increase the summoned Feral Wolves to 2. | |
| Muka | Skill 3 | Muka howls into the sky to empower his Feral Wolves, increasing their AS by 300 and SPD by 1000 for 9s. | Upgrade 1: Increase the AS of Feral Wolves by 350. / Upgrade 2: Increase the AS of Feral Wolves by 400. / Upgrade 3: Increase the AS of Feral Wolves by 450. | Muka receives the same stat boost. | |
| Muka | Skill 4 | At the start of the battle, increase Muka's HP by 12 for every 1 ATK. When in battle, each basic attack increases Muka's ATK by 6% for 3s. This effect can stack up to 6 times. | Upgrade 1: Increase the max number of stacks to 7. / Upgrade 2: Increase the max number of stacks to 8. / Upgrade 3: Increase the max number of stacks to 9. | Duration lasts for 3s longer. | |
| Muka | Talent | Muka and his Feral Wolves can rip and tear wounds open, increasing DMG by 1% of Muka's ATK each time. The effect lasts for 5s and can be stacked up to 10 times. | Upgrade 1: Howl increases Feral Wolf CRIT RATE by 20% and CRIT DMG by 10%. / Upgrade 2: Muka and his Feral Wolves can rip and tear wounds open, increasing DMG by 2% of Muka's ATK each time. The effect lasts for 5s and can be stacked up to 10 times. / Upgrade 3: Every 20s, an additional Feral Wolf appear by Muka's side. Increases the max amount of Feral Wolves by 1. | — | |
| Taylor | Skill 1 | Taylor enters the Soul Journey state, increasing his range by 50% and allowing him to quickly charge to any place on the battlefield. He gains 28% ATK and 15% CRIT RATE for 9s. Taylor prioritizes targets affected by Tiger Flame when attacking. | Upgrade 1: Soul Journey increases ATK by 33% and CRIT RATE by 18%. / Upgrade 2: Soul Journey increases ATK by 38% and CRIT RATE by 20%. / Upgrade 3: Soul Journey increases ATK by 43% and CRIT RATE by 22%. / Upgrade 4: Soul Journey increases ATK by 48% and CRIT RATE by 24%. | In the duration of the Soul Journey status, Taylor will have their CRIT RATE increased by 15% when he is dealing damage to the enemies marked with Tiger Flame. | |
| Taylor | Skill 2 | The user shall shoot 4 Fire Spirit Arrows at a single enemy, each inflicting DMG equal to 138% of his ATK. The Fire Spirit Arrows shall prioritise enemies that had been affected by the Tiger Flame.This skill can trigger basic attack effects. | Upgrade 1: Each Fire Spirit Arrow deals 150% ATK DMG. / Upgrade 2: Each Fire Spirit Arrow deals 163% ATK DMG. / Upgrade 3: Each Fire Spirit Arrow deals 175% ATK DMG. / Upgrade 4: Each Fire Spirit Arrow deals 188% ATK DMG. | Immediately after entering Soul Journey, the cooldown of Fire Spirit Arrow is instantly refreshed. While Soul Journey is active, the cooldown of Fire Spirit Arrow is reduced from 9s to 4s. | |
| Taylor | Skill 3 | Shoot a Fire Spirit Arrow at the nearest enemy. The arrow cannot penetrate enemies. Deal 317% ATK DMG to the enemy hit and inflict Tiger Flame on them for 8s. Tiger Flame: Decrease the CRIT DMG reduction of the enemy by 20%. | Upgrade 1: DMG dealt increased to 349% of ATK. / Upgrade 2: DMG dealt increased to 380% of ATK. / Upgrade 3: DMG dealt increased to 412% of ATK. | This skill is immediately refreshed when Soul Journey is activated. This effect can trigger up to 3 times per battle. | |
| Taylor | Skill 4 | During a battle, Taylor gains 1% CRIT DMG and recovers 3 Energy each time he triggers a crit, up to a max of 30%. The effect lasts until the end of the battle. Taylor has a strong demand for critical strikes. It is recommended to equip him with items that increase his CRIT RATE. | Upgrade 1: After triggering a crit, increase CRIT DMG by 2% and recover 4 Energy. / Upgrade 2: After triggering a crit, increase CRIT DMG by 3% and recover 5 Energy. / Upgrade 3: After triggering a crit, increase CRIT DMG by 4% and recover 6 Energy. | When the DMG bonus of this skill is increased to 30%, the DMG of Fire Spirit Arrow is increased by 3%. | |
| Taylor | Talent | Passive Skill - Inspiration will be enhanced: The Energy recovered after each crit is increased by an additional 5 points, and the max CRIT DMG obtained after a critical strike is increased to a max of 50%. | Upgrade 1: The CRIT DMG Bonus gained after triggering CRIT will be increased by an additional 1%. / Upgrade 2: The CRIT DMG Bonus gained after triggering CRIT will be increased by an additional 2%. / Upgrade 3: After receiving 45% CRIT DMG from Inspiration, reduce the CD of Taylor's Fire Spirit Arrow by 1.5s. | — | |
| Langel | Skill 1 | Langel gains 40% DEF for 10s, and launches a powerful shockwave, inflicting 200% DEF as DMG to enemies in a fan-shaped area ahead, then pulling them in front of him. Langel gains high DMG reduction when pulling enemies. | Upgrade 1: DEF increase effect is increased to 50%. / Upgrade 2: DEF increase effect is increased to 60%. / Upgrade 3: DEF increase effect is increased to 65%. / Upgrade 4: DEF increase effect is increased to 70%. | Dealing damage to an enemy will stun them for 1.5 seconds. | |
| Langel | Skill 2 | The user roars to terrorise their enemies, inflicting 88% of DEF as DMG to enemies in range. | Upgrade 1: The damage is increased to 97% of DEF. / Upgrade 2: The damage is increased to 107% of DEF. / Upgrade 3: The damage is increased to 117% of DEF. / Upgrade 4: The damage is increased to 129% of DEF. | The enemy damaged will be stunned for 1 sec. | |
| Langel | Skill 3 | Aim at a random enemy and shoot an energy wave, dealing 144% DEF as DMG to all the enemies passing by. Every time it hits an enemy, the defence will be increased by 8% , lasting for 7 seconds. This skill prioritises the enemy in the rear of your battlefield. | Upgrade 1: The damage is increased to 158% of DEF. / Upgrade 2: The damage is increased to 174% of DEF. / Upgrade 3: The damage is increased to 192% of DEF. | If the skill hits only one enemy, additional taunt effect will be added to the target for 4 seconds (taunt: force the enemy to attack yourself with general attack). | |
| Langel | Skill 4 | Elephant Skin enables Sawteeth Mammoth to gain extremely high ability to bear damage in battle, and increases its DEF by 12% in battle. | Upgrade 1: DEF increased to 14%. / Upgrade 2: DEF increased to 16%. / Upgrade 3: DEF increased to 18%. | For 20s after the battle starts, reduce the ranged DMG received by Langel by 4%. | |
| Langel | Talent | For each 100 HP lost, the user gains 2 DEF, up to a max of 10% DEF. | Upgrade 1: For each 100 HP lost, the user gains 4 DEF, up to a max of 16% DEF. / Upgrade 2: For each 100 HP lost, the user gains 8 DEF, up to a max of 28% DEF. / Upgrade 3: For each 100 HP lost, the user gains 13 DEF, up to a max of 40% DEF. | — | |
| Rakkana | Skill 1 | Burrows underground, Charging and burrows out in front of the target, dealing 550% ATK as DMG; if the target is successfully killed, immediately casts Pounce again. | Upgrade 1: DMG increased to 575%. / Upgrade 2: DMG increased to 600%. / Upgrade 3: DMG increased to 625%. / Upgrade 4: DMG increased to 650%. | Additionally causing additional damage according to the rate of the target's lost HP. The more HP lost, the damage the target will receive; up to 130% damage can be caused. | |
| Rakkana | Skill 2 | When battle starts, Rakkana quickly teleports and jumps out of the ground behind the enemy with the lowest DEF, dealing 450% ATK as DMG. Cannot be selected while teleporting. | Upgrade 1: DMG increased to 500%. / Upgrade 2: DMG increased to 525%. / Upgrade 3: DMG increased to 550%. / Upgrade 4: DMG increased to 575%. | Regenerates additional 100 energy after casting Assault. | |
| Rakkana | Skill 3 | Rakkana uses a hard rock horn to hit the target, dealing 250% ATK DMG. | Upgrade 1: DMG increased to 280%. / Upgrade 2: DMG increased to 310%. / Upgrade 3: DMG increased to 340%. | Add an extra attack for Bunt, it will deal DMG equal to 5% of the enemy's max HP but the max damage dealt will not exceed 50% of Rakkana's ATK. | |
| Rakkana | Skill 4 | Rakkana's hard shell can withstand a lot of DMG. Casting a skill grants 150% DEF for 4 secs. This effect can be triggered once every 10 secs. | Upgrade 1: DEF buff increased to 165%. / Upgrade 2: DEF buff increased to 180%. / Upgrade 3: DEF buff increased to 195%. | If Rakkana had killed enemies during the battle, the duration of the DEF buff would be increased to 6 sec. | |
| Rakkana | Talent | When attacking an enemy, if the attacker's HP is at least 25% higher than the enemy's, the attack recovers an additional 54 Energy. | Upgrade 1: Recover an additional 90 Energy. / Upgrade 2: Recover an additional 125 Energy. / Upgrade 3: The Energy Points recovered shall be increased to 134.Rakkana shall recover an additional 60 Energy Points after defeating an enemy. | — | |
| Liran | Skill 1 | Liran unleashes a healing power and heals all ally units' HP equal to 2% of Liran's Max HP. | Upgrade 1: The HP healed is increased to 2.5% of Max HP. / Upgrade 2: The HP healed is increased to 3.0% of Max HP. / Upgrade 3: The HP healed is increased to 3.5% of Max HP. / Upgrade 4: The HP healed is increased to 4.0% of Max HP. | If there's any teammate whose HP is less than 35%, Liran will gain an extra Healing Effect which heals him HP equal to 3% of his Max HP. | |
| Liran | Skill 2 | Liran unleashes a protective power and heals front-row teammates' HP equal to 7% of Liran's Max HP. | Upgrade 1: HP healed is increased to 7.5% of Max HP. / Upgrade 2: HP healed is increased to 8.0% of Max HP. / Upgrade 3: HP healed is increased to 8.5% of Max HP. / Upgrade 4: HP healed is increased to 9.0% of Max HP. | At the same time, increase 12% DEF for teammates, lasting for 6 sec. | |
| Liran | Skill 3 | Deals 120% ATK DMG to a random melee enemy and inflicts Stun for 4 secs. | Upgrade 1: The Stun duration is increased to 4.5 seconds. / Upgrade 2: The Stun duration is increased to 5 seconds. / Upgrade 3: The Stun duration is increased to 5.5 seconds. | If an enemy is stunned by Liran, they will have their DMG Received increased by 12% | |
| Liran | Skill 4 | Liran heals teammates over time during battle. Every 2 secs, Liran heals the teammate with the lowest HP percentage equal to 0.7% of Liran's Max HP. | Upgrade 1: The HP healed each time is increased to 0.9% of Max HP. / Upgrade 2: The HP healed each time is increased to 1.1% of Max HP. / Upgrade 3: The HP healed each time is increased to 1.3% of Max HP. | If the target teammate is in the Front Row, heal Liran HP equal to 0.2% of his Max HP. | |
| Liran | Talent | If Liran's Max HP is higher than the target that is healed, he heals the target again equal to 0.6% of Liran's Max HP; if Liran's Max HP is lower than the target that is healed, she heals the target again equal to 0.6% of the target's Max HP. | Upgrade 1: Healing is increased to 0.8% of Max HP. / Upgrade 2: Healing is increased to 0.9% of Max HP. / Upgrade 3: Healing is increased to 1.2% of Max HP. | — | |
| Kar'Maw | Skill 1 | Spits a Flame Projectile at the target. The Flame Projectile bounces between targets up to 5 times, dealing 110% ATK DMG each time. When in Fire Spirit Form, the bouncing ignites enemies, dealing 30% ATK DMG per sec for 5 secs. | Upgrade 1: Lava can bounce up to 6 times. / Upgrade 2: Lava can bounce up to 7 times. / Upgrade 3: Increase the damage to 120%. / Upgrade 4: Increase the damage to 130%. | Spit 2 Flame Projectile at the target in a row, the DMG of each Flame Projectile will be modified to 70% of the original DMG. | |
| Kar'Maw | Skill 2 | Create a fire trap in an area centered around the target. The trap explodes 1 second later, dealing 120% damage to all enemies in the area. In fire spirit form, targets in the area receive an additional 74% damage. | Upgrade 1: Initial DMG increased to 125% of ATK. / Upgrade 2: Initial DMG increased to 130% of ATK. / Upgrade 3: Initial DMG increased to 138% of ATK. / Upgrade 4: Initial DMG increased to 145% of ATK. | If the target is on fire, it will be detonated again, dealing 74% damage. | |
| Kar'Maw | Skill 3 | Spits a blast of molten lava at the target enemy. dealing 159% ATK DMG. In fire spirit form, skill DMG increases by 30%. | Upgrade 1: Overall DMG increased to 174% of ATK. / Upgrade 2: Overall DMG increased to 192% of ATK. / Upgrade 3: Overall DMG increased to 211% of ATK. | The target also starts to burn for 7% damage every second for up to 5 seconds. | |
| Kar'Maw | Skill 4 | Each time Kar'Maw casts a skill, he gains 4% ATK for 6 secs, stacking up to 5 times. When the effect stacks 5 times, Kar'Maw enters Fire Spirit Form and his body becomes covered in flame. All his skills are then buffed for 10 secs. | Upgrade 1: Each stack increases ATK by 4.2%. / Upgrade 2: Each stack increases ATK by 4.5%. / Upgrade 3: Each stack increases ATK by 4.6%. | The duration of the Fire Spirit Form is increased to 15 seconds. | |
| Bohr | Skill 1 | Bohr enters Wrath Form and becomes bigger, lasting for 6.5 secs. Bohr then smashes the ground and deals 500% ATK DMG to all enemies within range. When Bohr's HP falls below 70% , DMG deducts from his max HP instead of his current HP. | Upgrade 1: DMG increased to 550% of ATK. / Upgrade 2: DMG increased to 600% of ATK. / Upgrade 3: DMG increased to 650% of ATK. / Upgrade 4: DMG increased to 700% of ATK. | For every 10% health lost, Bear Vanguard gets 2% permanent damage reduction. | |
| Bohr | Skill 2 | The higher Bear Vanguard's HP ratio is, the more DMG the target takes, and the longer the stun time lasts. Up to 200% of DMG and 2 secs of stun. | Upgrade 1: Max DMG increased to 220% of ATK. / Upgrade 2: Max DMG increased to 240% of ATK. / Upgrade 3: Max DMG increased to 260%. Max stun increased to 3 secs. / Upgrade 4: Max DMG increased to 300%. Max stun increased to 3 secs. | EX effect When in "Wrath" form, this skill now has area of effect damage. | |
| Bohr | Skill 3 | Bohr gains a shield equal to 10% of his max HP for 12 secs. | Upgrade 1: Shield increased to 12% of max HP. / Upgrade 2: Shield increased to 14% of max HP. / Upgrade 3: Shield increased to 16% of max HP. | When Bohr gains the Shield, he will gain an additional 9% DMG REDUC for 12 sec. | |
| Bohr | Skill 4 | When the HP ratio is above 50% , increases DEF by 15%. | Upgrade 1: DEF increased up to 17%. / Upgrade 2: DEF increased up to 19%. / Upgrade 3: DEF increased up to 21%. | The triggering condition of the DEF buff is reduced to over 30% HP. | |
| Bohr | Talent | Unyielding Body | Bear Vanguard shall ignore the first fatal strike that he receives in battle. He will thereafter gain a Bear Shield equal to 6% of his MAX HP for 6s. | Upgrade 1: A Shield equal to 10% of his MAX HP shall be gained for 7s. / Upgrade 2: A Shield equal to 16% of his MAX HP shall be gained for 8s. / Upgrade 3: The Shield gained shall be increased to 25% of its initial HP, lasting for 10s. Bohr's ground-smashing in Wrath status shall also inflict Stun for 2s. | — |
| Luke | Skill 1 | Launches a ball of energy that explodes upon impact with the target, dealing 147% ATK DMG to nearby enemies and granting 1 Night Curse stack for 8 secs. | Upgrade 1: DMG dealt increased to 161% of ATK. / Upgrade 2: DMG dealt increased to 176% of ATK. / Upgrade 3: DMG dealt increased to 183% of ATK. / Upgrade 4: DMG dealt increased to 191% of ATK. | The energy ball generates an additional explosion, inflicting 60% ATK DMG. The additional explosion does not apply Night Curse. | |
| Luke | Skill 2 | A crescent laser that deals 177% ATK DMG to enemies in its path and deals 1 Night Curse stack for 8 secs. | Upgrade 1: DMG dealt increased to 195% of ATK. / Upgrade 2: DMG dealt increased to 204% of ATK. / Upgrade 3: DMG dealt increased to 212% of ATK. | Increase the user's ATK by 10% for 6s. | |
| Luke | Skill 3 | If Luke's Skill hits more than one non-summoned enemy, Luke gains 10 Energy for each additional enemy hit, up to 80 Energy per skill. | Upgrade 1: The energy gained by hitting an enemy is increased to 12. Additional Energy gained by each Skill is increased to 90. / Upgrade 2: The energy gained by hitting an enemy is increased to 14. Additional Energy gained by each Skill is increased to 100. / Upgrade 3: The energy gained by hitting an enemy is increased to 16. Additional Energy gained by each Skill is increased to 110. | Recover a bonus of 2 energy per hit. | |
| Luke | Talent | Luke unleashes the power of the dark crows, summoning the dark crow swarm to charge forward, dealing 286% ATK DMG to the enemies in a large area and inflicting 2 layers of the Crow's Curse for 8 seconds. Crow's Curse: Every time the enemy has 1 layer of Crow's Curse, the DEF will be reduced by 5% for 8 seconds, stacking up to 3 layers. | Upgrade 1: DMG dealt by the laser increased to 315% of ATK. / Upgrade 2: DMG dealt by the laser increased to 329% of ATK. / Upgrade 3: DMG dealt by the laser increased to 343% of ATK. / Upgrade 4: DMG dealt by the laser increased to 357% of ATK. | When the Night Curse on an enemy reaches 3 stacks, all damage dealt by Luke's Skills is converted to True DMG. Luke's Skill will no longer be able to crit. | |
| Crete | Skill 1 | Crete jumps and charges to the target area, then swings his weapon to smash the ground, inflicting 460% DEF as DMG to all enemies in the designated area. | Upgrade 1: Damage increased to 500% of DEF. / Upgrade 2: Damage increased to 540% of DEF. / Upgrade 3: Damage increased to 580% of DEF. / Upgrade 4: Damage increased to 620% of DEF. | When this skill damages an enemy, reduce the enemy's DEF by 15% for 12s. | |
| Crete | Skill 2 | After a small delay, Crete charges at the target enemy, inflicting 350% DEF as DMG to enemies in his path and knocking them back. | Upgrade 1: Damage increased to 380% of DEF. / Upgrade 2: Damage increased to 410% of DEF. / Upgrade 3: Damage increased to 440% of DEF. / Upgrade 4: Damage increased to 470% of DEF. | Knockback distance increased by 50%. | |
| Crete | Skill 3 | Crete swings a heavy hammer, inflicting 310% of DEF as DMG to all enemies in range. | Upgrade 1: Damage increased to 335% of DEF. / Upgrade 2: Damage increased to 360% of DEF. / Upgrade 3: Damage increased to 385% of DEF. | Each time this skill is cast, increase DEF in accordance with the number of enemies hit, lasting until the end of the battle. Gain 2% DEF for each enemy hit, up to a maximum of 20%. | |
| Crete | Skill 4 | During the battle, Crete receives a stack of 5% bonus Defense for each enemy present on the battlefield, and receives a stack of 3% bonus DMG Reduction for each enemy present on the battlefield, lasting until the end of the battle. This effect stacks up to a max of 2 5% DEF and 1 5% DMG Reduction. Once reaching max stacks, Crete enters Bull Form. Bull Form: When Crete hits 3 enemies with skill, increase DMG by 1% (+ 1% for each additional enemy hit) until the end of the battle. Gain up to 10% DMG. | Upgrade 1: For each surrounding enemy, Crete gains 6% DEF and 4% DMG Reduction, up to a max of 30% DEF and 20% DMG Reduction respectively. / Upgrade 2: For each surrounding enemy, Crete gains 7% DEF and 5% DMG Reduction, up to a max of 3 5% DEF and 2 5% DMG Reduction respectively. / Upgrade 3: For each surrounding enemy, Crete gains 8% DEF and 6% DMG Reduction, up to a max of 40% DEF and 30% DMG Reduction respectively. | When in Bull Form, gain 2% DMG for each enemy hit by a skill, up to a max of 20% DMG. | |
| Crete | Talent | Flame Sledgehammer | Flurry increases the DMG range by 50%. | Upgrade 1: Bull Form: When Crete hits 3 enemies with skill, increase DMG Reduction by 1% (+ 1% for each additional enemy hit) until the end of the battle. Gain up to 10% DMG reduction. / Upgrade 2: Gain 2% DMG Reduction for each additional enemy hit, up to a max of 20% DMG Reduction. / Upgrade 3: Gain 3% DMG Reduction for each additional enemy hit, up to a max of 30% DMG Reduction. | — |
| Senway | Skill 1 | Senway summons a Shadow at the target location. If the target location is already occupied, the Shadow will be summoned near the target location instead. When the Ultimate is cast while the Shadow is already on the battlefield, a new Shadow will be summoned and the previous one will leave the battlefield. Shadow: A ranged unit with 130% of Senway's ATK and 90% of his DEF and HP. It does not inherit other attributes of Senway.The Shadow also has a 30% CRIT RATE, a 15% DMG, and a 500 AS bonus. Basic attacks inflict 180% of ATK as DMG. Prioritizes the target that Senway is currently attacking. Lasts for 20s. When deployed, gain 20% ATK for 8s. | Upgrade 1: Shadow's stats are increased to 140% of Senway's ATK and 95% of his DEF and HP. / Upgrade 2: Shadow's stats are increased to 150% of Senway's ATK and 100% of his DEF and HP. / Upgrade 3: Shadow's stats are increased to 160% of Senway's ATK and 105% of his DEF and HP. / Upgrade 4: Shadow's stats are increased to 170% of Senway's ATK and 110% of his DEF and HP. | Every time Shadow attacks, heal Senway and Shadow for 30% of ATK. | |
| Senway | Skill 2 | Senway casts "Chase Life" on all enemies in a target area. Chase Life: Every time the enemy loses 3% of their Max HP, they receive DMG equal to 95% of Senway's ATK. This effect can trigger up to 2 times. Lasts for 10s. | Upgrade 1: Increases DMG to 105% of ATK. / Upgrade 2: Increases DMG to 115% of ATK. / Upgrade 3: Increases DMG to 125% of ATK. / Upgrade 4: Increases DMG to 135% of ATK. | "Chase Life" can trigger up to 3 times. | |
| Senway | Skill 3 | Senway fires a fireball at the target enemy that explodes on impact, inflicting 210% ATK of DMG to the target and all enemies within 2m. | Upgrade 1: Damage inflicted is increased to 230% of ATK. / Upgrade 2: Damage inflicted is increased to 250% of ATK. / Upgrade 3: Damage inflicted is increased to 270% of ATK. | The explosion radius of "Flame - Burst" is increased to 3m. | |
| Senway | Skill 4 | When the battle starts, Senway gains 350 Energy. Each time Senway casts a skill, they permanently gain 4% skill DMG while Shadow gains 3% ATK. This effect can stack up to 5 times. | Upgrade 1: Increase the ATK of Shadow by 4% each time. / Upgrade 2: Increase the ATK of Shadow by 5% each time. / Upgrade 3: Increase the ATK of Shadow by 6% each time. | The stacking limit of the effect is increased to 8 stacks. | |
| Senway | Talent | Talent | "Energy Mastery" Enhanced: Each stack of "Energy Mastery" also increases Shadow's CRIT RATE by 2% and AS by 4%. | Upgrade 1: "Brotherly Connection" Enhanced: Shadow's basic attacks bounce to up to 3 different enemies, inflicting 120% ATK as DMG. / Upgrade 2: "Brotherly Connection" Enhanced: Shadow gains the "Whirling Blade" skill. Whirling Blade: Shadow throws a shuriken, inflicting 300% ATK as DMG to enemies in a line, then returning to deal DMG again. / Upgrade 3: "Brotherly Connection" Enhanced: When casting "Brotherly Connection", refresh the cooldown of "Flame - Burst". | — |
| Leo | Skill 1 | Active Effect: Leo spins his double blades and charges to the target area, causing 240% ATK as DMG to enemies along the way for a total of three times. When casting this skill, Leo is immune to CC. Passive Effect: DMG inflicted by Leo cannot crit. | Upgrade 1: Increase DMG to 270% of ATK. / Upgrade 2: Increase DMG to 300% of ATK. / Upgrade 3: Increase DMG to 330% of ATK. / Upgrade 4: Increase DMG to 360% of ATK. | This skill has 35% lifesteal effect. | |
| Leo | Skill 2 | Leo sends out a roar to deter the enemy, causing 310% ATK DMG to nearby enemies, and increasing the damage they take in the next 5 seconds by 10%. | Upgrade 1: Damage increased to 350% ATK. / Upgrade 2: Damage increased to 390% ATK. / Upgrade 3: Damage increased to 430% ATK. / Upgrade 4: Damage increased to 470% ATK. | Damage increasing effect enhanced to 15% and duration increased by 3 seconds. | |
| Leo | Skill 3 | After entering the battlefield, Leo will permanently gain a basic ATK boost of 1.5% of his maximum health. In battle, the lower the proportion of Leo's current HP, the higher his ATK. ATK increases by 1% for each 1% reduction in HP with an upper limit of 30% remaining HP. | Upgrade 1: ATK increases by 1% HP reduction for 1.1% ATK / Upgrade 2: ATK increases by 1% HP reduction for 1.2% ATK / Upgrade 3: ATK increases by 1% HP reduction for 1.3% ATK | There is no upper limit to the effect of increasing ATK by reducing HP. | |
| Leo | Skill 4 | Leo's damage reduction is increased by 3%, When Leo receives lethal DMG, he defies death and all DMG for the next 3 seconds. This effect can only be triggered once per battle. | Upgrade 1: Damage reduction is increased to 4%. / Upgrade 2: Damage reduction is increased to 5%. / Upgrade 3: Damage reduction is increased to 6%. | At the end of damage immunity effect, Leo will recover 15% of their maximum HP at one time. | |
| Leo | Talent | Great Han's double blades | "Mountain" Skill Enhancement: The duration of damage immunity increases by 2 seconds. | Upgrade 1: "Thunder" Skill Enhancement: When the skill is released, adds a shield equal to 5% of Max. HP. / Upgrade 2: "Mountain" Skill Enhancement: When the death immunity effect is triggered, Leo immediately recovers 600 Energy or Rage. / Upgrade 3: Mountain Enhancement: When the death immunity effect is triggered, the next damage from an Ultimate Skill will be increased by 50%. | — |
| Orthan | Skill 1 | Orthan spins his glaive and creates a hurricane that pulls nearby enemies towards himself, dealing damage equal to 30% of Orthan's Max HP and dispelling 50% of the Shields from targets (in PvE modes, the volume of Shield dispersion cannot exceed 100% of Orthan's Max HP). Then Orthan makes a vicious cleave, causing damage to all targets along the trajectory equal to 34% of Orthan's Max HP. This has a 60% chance (depending on Orthan's ACC) to knock them down. Damage from this skill cannot be critical and cannot be delayed. | Upgrade 1: Cleave damage increased to 36% of Orthan's Max HP. / Upgrade 2: Cleave damage increased to 38% of Orthan's Max HP. / Upgrade 3: Cleave damage increased to 40% of Orthan's Max HP. / Upgrade 4: Cleave damage increased to 42% of Orthan's Max HP. | Targets hit by this skill have their incoming healing and shields reduced by 50% for 6s. | |
| Orthan | Skill 2 | Orthan stomps on the ground, dealing damage equal to 28% of Orthan's Max HP to all targets around him. Has a 60% chance (depending on Orthan's ACC) to knock them down. Damage from this skill cannot be critical and cannot be delayed. | Upgrade 1: Damage increased to 30% of Orthan's Max HP. / Upgrade 2: Damage increased to 32% of Orthan's Max HP. / Upgrade 3: Damage increased to 34% of Orthan's Max HP. / Upgrade 4: Damage increased to 36% of Orthan's Max HP. | This skill can stop Charges. | |
| Orthan | Skill 3 | Upon death, Orthan is instantly revived with 70% HP and 200 Energy, this effect activates 1 times per battle. When HP drops below 70% for the first time, enters the Guardian state: reduces all damage taken by 50%. | Upgrade 1: Has 80% HP when revived. / Upgrade 2: Has 90% HP when revived. / Upgrade 3: Has 100% HP when revived. | At the start of combat, Orthan gains a shield equal to 50% of Max HP for 12s. | |
| Orthan | Skill 4 | During the formation of a squad, during battle or in Soul Rubellite Mine, Orthan can be considered as an Atlas Hero. When allied Atlas or Wenfyr heroes die, their souls are transformed into Spirits of Vengeance. Spirits of Vengeance will inherit 80% ATK, DEF, HP, Accuracy, Damage Increase, Damage Reduction from Fallen Heroes and have 200 Energy. They can activate Hurricane Cleave and Ruthless Stomp, and will also inherit the Guardian state. Spirits of Vengeance last 30s and can be summoned up 1 times per battle. | Upgrade 1: Spirits have 90% increased stats inherited from Fallen Heroes. / Upgrade 2: Spirits have 100% increased stats inherited from Fallen Heroes. / Upgrade 3: Spirits have 110% increased stats inherited from Fallen Heroes. | At the start of the battle, for each Atlas or Wenfyr allied hero, Orthan increases his Max HP by 5%. | |
| Orthan | Talent | Talent | Hurricane Cleave Enhancement: When the skill is activated, increases the damage dealt by Wenfyr and Atlas Tank Heroes (including Orthan's Spirits of Vengeance) by 24%, stacks up to 3 times. | Upgrade 1: Ruthless Stomp Enhancement: Every time Orthan takes damage, he reduces the CD of this skill by 1s. / Upgrade 2: Demon's Curse Enhancement: After revival, instantly gains 600 Energy. / Upgrade 3: Spirit of Vengeance Enhancement: Spirits of Vengeance have 600 Energy, and can be summoned up to 3 times per battle. | — |
| Prigor | Skill 1 | Prigor launches 5 Featherblades in front, each dealing damage equal to 260% of ATK to all enemies in their path. When multiple Featherblades hit the same enemy, the damage of any following featherblades will be reduced by 50%. | Upgrade 1: Damage increased to 290% of ATK. / Upgrade 2: Damage increased to 320% of ATK. / Upgrade 3: Damage increased to 350% of ATK. / Upgrade 4: Damage increased to 380% of ATK. | After the skill is cast, refresh the "Feather Blade Recovery" skill cd. | |
| Prigor | Skill 2 | Prigor's AS increases by 190 for 8 seconds. | Upgrade 1: Increases AS by 210. / Upgrade 2: Increases AS by 230. / Upgrade 3: Increases AS by 250. / Upgrade 4: Increases AS by 270. | Provides an equal amount of AS to the ally in the same row for 8 seconds. | |
| Prigor | Skill 3 | Passive Skill: When Prigor's Basic Attack or Ultimate Skill hits an enemy, one Featherblade is attached to this enemy. Active Skill: prigor calls all Featherblades back, ripping through enemies and dealing damage equal to 48% of ATK to the target enemy. | Upgrade 1: Damage increased to 54%. / Upgrade 2: Damage increased to 60%. / Upgrade 3: Damage increased to 66%. | Prigor's Critical Chance increased by 20%. | |
| Prigor | Skill 4 | When Prigor scores a critical hit, the next Basic Attack will deal damage equal to 72% of ATK to the closts 2 enemies. Has a 1.2 second cooldown | Upgrade 1: Multishot damage is increased to 81%. / Upgrade 2: Multishot damage is increased to 90%. / Upgrade 3: Multishot damage is increased to 99%. | "Multishot" skill improved: the skill now hits 3 closest enemies. | |
| Prigor | Talent | Eye of the Storm | "Multishot" power improved: cooldown removed. | Upgrade 1: Adds 2 Featherblades to the Ultimate Skill. / Upgrade 2: "Lightning Assault" skill improved: AS boost duration increased to 13 seconds. / Upgrade 3: Featherblade Return Enhancement: When Prigor's Basic Attack or Ultimate Skill hits an enemy, has a 25% chance to leave another Feathblade. | — |
| Na Feng | Skill 1 | Na feng jumps and charges to the side of an enemy then slams them, inflicting 320% ATK as DMG. | Upgrade 1: Damage inflicted is increased to 360% of ATK. / Upgrade 2: Damage inflicted is increased to 400% of ATK. / Upgrade 3: Damage inflicted is increased to 440% of ATK. / Upgrade 4: Damage inflicted is increased to 480% of ATK. | The ATK of enemies hit by the smash is reduced by 15% for 7s. | |
| Na Feng | Skill 2 | Na Feng roars, inflicting 190% ATK as DMG to all enemies within 2m, and increasing the DMG reduction of allies within 2m by 20% for 6s. | Upgrade 1: Damage inflicted is increased to 210% of ATK. / Upgrade 2: Damage inflicted is increased to 230% of ATK. / Upgrade 3: Damage inflicted is increased to 250% of ATK. / Upgrade 4: Damage inflicted is increased to 270% of ATK. | The range of Unwavering Roar is increased by 1m. | |
| Na Feng | Skill 3 | Na Feng feeds bananas to the allied Vanguard with the highest ATK, increasing their ATK and DEF by 13% for 6s. This effect cannot stack. | Upgrade 1: The bonus ATK and DEF are increased to 14%. / Upgrade 2: The bonus ATK and DEF are increased to 15%. / Upgrade 3: The bonus ATK and DEF are increased to 16%. | Vanguard allies will also trigger the DEF boost effect when using displacement skills. | |
| Na Feng | Skill 4 | When Na Feng buffs another allied hero, their DMG reduction is increased by 26% for 6s. This effect cannot stack. | Upgrade 1: The damage reduction is increased to 28%. / Upgrade 2: The damage reduction is increased to 30%. / Upgrade 3: The damage reduction is increased to 32%. | When Na Feng is attacked by an enemy affected by a debuff, the DMG received is reduced by 20%. | |
| Na Feng | Talent | Talent | "Unwavering Roar" Enhancement: The duration of DMG reduction provided to allies is increased by 2s. | Upgrade 1: "Spiritual Command" Enhancement: Targets increased to 2 allies with the highest ATK. / Upgrade 2: "Jump Smash" Enhancement: Inflicts ranged DMG to enemies within 2m. / Upgrade 3: "Tough Skin" Enhancement: When the user buffs an ally, their DMG reduction is additionally increased by 5%. When attacked by an enemy affected by a debuff, DMG reduction is increased by 25%. | — |
| Botta | Skill 1 | Botta condenses the energy of the forest, healing a target ally for 22% of Botta's max HP. When the target has under 50% HP, the healing is increased to 50%. | Upgrade 1: Healing is increased to 24% of Botta's Max HP. / Upgrade 2: Healing is increased to 26% of Botta's Max HP. / Upgrade 3: Healing is increased to 28% of Botta's Max HP. / Upgrade 4: Healing is increased to 30% of Botta's Max HP. | When healing an ally, pull enemies within a radius of 3m around the target towards the center. | |
| Botta | Skill 3 | Botta heals the ally with the lowest HP percentage for 5% of Botta's Max HP. | Upgrade 1: Healing is increased to 6% of Botta's Max HP. / Upgrade 2: Healing is increased to 7% of Botta's Max HP. / Upgrade 3: Healing is increased to 8% of Botta's Max HP. / Upgrade 4: Healing is increased to 9% of Botta's Max HP. | When healing a target, Botta is healed for 50% of that amount. | |
| Botta | Skill 4 | When entering the battlefield, Botta summons a fountain of life in the back row. Each time Botta casts a skill, the fountain is charged by 20%. When fully charged, the fountain immediately provides a shield to the allied hero with the lowest HP equal to 40% of Max HP and 300 Energy. This effect can trigger up to 1 times. | Upgrade 1: The shield is increased to 45% of max HP. / Upgrade 2: The shield is increased to 50% of max HP. / Upgrade 3: The shield is increased to 55% of max HP. | The shield is increased by another 30% of max HP. | |
| Barrog | Skill 1 | Barrog jumps up and charges, swinging his blades, dealing damage to all targets along the way equal to 640% of his ATK. This skill cannot be critical. | Upgrade 1: Damage increased to 720%. / Upgrade 2: Damage increased to 800%. / Upgrade 3: Damage increased to 880%. / Upgrade 4: Damage increased to 960%. | When activating this skill, every 50 of Barrog's Accuracy allows him to apply 1 layers of Bleed on targets. Max layers for one hit - 3. Bleed: Takes damage equal to 30% of Barrog's ATK every second, lasts for 10 s, can be stacked up to 5 times. | |
| Barrog | Skill 2 | Barrog twirls his blades, dealing damage to targets within 3 m radius equal to 260% of his ATK. When dealing damage, he pulls targets counterclockwise around him for a certain distance. | Upgrade 1: Damage increased to 290%. / Upgrade 2: Damage increased to 320%. / Upgrade 3: Damage increased to 350%. / Upgrade 4: Damage increased to 380%. | This skill applies 1 layers of Bleed on hit: Takes damage equal to 30% of Barrog's ATK every second, lasts for 10 s and can be stacked up to 5 times. | |
| Barrog | Skill 3 | Barrog unleashes vines at the farthest target, dealing damage equal to 500% of his ATK to all targets along the way, and pulling the farthest target in his direction. | Upgrade 1: Damage increased to 550%. / Upgrade 2: Damage increased to 600%. / Upgrade 3: Damage increased to 650%. | When pulling targets there is a 40% (based on Accuracy) chance to Stun them for 3 seconds. | |
| Barrog | Skill 4 | Barrog gains an ATK bonus equal to 1.6% of his Max HP and the damage taken from ranged targets is reduced by 50%.Each time Barrog is attacked by an enemy, they restore 3% of their Max HP. When HP is below 70%, Barrog enters the Fury state: AS increases by 1200, Basic Attacks and Skills gain 35% Life Steal. | Upgrade 1: Bonus ATK is increased to 1.8% of Max HP. / Upgrade 2: Bonus ATK is increased to 2% of Max HP. / Upgrade 3: Bonus ATK is increased to 2.2% of Max HP. | While in the Fury state, damage taken from melee targets is reduced by 30%. | |
| Barrog | Talent | Decapitating Blade | Circular Cleave Enhancement: Upon reaching 150 Accuracy, each activation of Circular Cleave will trigger an additional activation of this skill 1 times. | Upgrade 1: Ultimate Skill Enhancement: Before activation, Barrog unleashes an additional Vine Wave in an area in front. / Upgrade 2: Vine Wave Enhancement: Upon activation, Barrog gains a shield equal to 30% of Max HP, lasts for 5 s. / Upgrade 3: Fury of the Ent Enhancement: When Barrog is in the Fury state, each 1 layer of Bleed on enemies increases damage by 10% , up to 50%. | — |
| Anpu | Skill 1 | Active Effect: Anpu summons the scale of justice, inflicting 450% ATK as DMG to all enemies within 8m, and detonating all Soul Guards on the battlefield. Enemies damaged by this skill have a 50% base chance (modified by ACC) to be stunned for 3s. This skill cannot be cast when there are no enemies within range. Passive Effect: Damage inflicted by Anpu cannot crit. | Upgrade 1: Damage inflicted is increased to 500% of ATK. / Upgrade 2: Damage inflicted is increased to 550% of ATK. / Upgrade 3: Damage inflicted is increased to 600% of ATK. / Upgrade 4: Damage inflicted is increased to 650% of ATK. | When this skill is cast, refresh the cooldown of Soul Guard. | |
| Anpu | Skill 3 | Anpu summons a Soul Guard in front of him (up to a max of 1) Soul Guard: Summoned with 70% of Anpu's ATK and DEF, along with HP equal to 1000% of Anpu's ATK. When attacking, the Soul Guard a 20% base chance (modified by Anpu's ACC) to inflict Imprisonment on the target, making it unable to move or use displacement skills for 3s. | Upgrade 1: Soul Guard: Summoned with 80% of Anpu's ATK and DEF, along with HP equal to 1100% of Anpu's ATK. / Upgrade 2: Soul Guard: Summoned with 90% of Anpu's ATK and DEF, along with HP equal to 1200% of Anpu's ATK. / Upgrade 3: Soul Guard: Summoned with 100% of Anpu's ATK and DEF, along with HP equal to 1300% of Anpu's ATK. / Upgrade 4: Soul Guard: Summoned with 110% of Anpu's ATK and DEF, along with HP equal to 1400% of Anpu's ATK. | Number of summoned Soul Guards and max number of Soul Guards has been increased by 1. | |
| Anpu | Skill 4 | On death, allies and summoned creatures have an 80% chance ( Depending on Anpu's accuracy) to instantly explode: dealing damage equal to 600% of Anpu's ATK to all enemies within 2m, also reduces enemy Energy Regeneration by 15% for 5 seconds with a maximum of 5 stacks.This damage is inflicted instantly, cannot be stopped. | Upgrade 1: Damage inflicted is increased to 650% of ATK. / Upgrade 2: Damage inflicted is increased to 700% of ATK. / Upgrade 3: Damage inflicted is increased to 750% of ATK. | Corpse Explosion does 50% more Damage to enemies with Shield. | |
| Anpu | Talent | After 1.5 seconds, Fair Eulogy will be reactivated at no cost, but the damage will be reduced by 40%. | — | — | |
| Riserris | Skill 1 | Riserris quickly casts 4 magic missiles, choosing heroes as priority targets. Each missile deals damage equal to 300% of ATK. Each 200 AS allows Riserris to cast 1 additional missile, up to 4 additional missiles. This ability can trigger Basic Attack effect. | Upgrade 1: DMG increased to 330% of ATK. / Upgrade 2: DMG increased to 360% of ATK. / Upgrade 3: DMG increased to 390% of ATK. / Upgrade 4: DMG increased to 420% of ATK. | Before casting a skill, Riserris can cast an additional "Everlasting Nightmare". | |
| Riserris | Skill 2 | Riserris enters Nightmare mode: Basic Attacks and Skills now target 2 different targets for 10 seconds. | Upgrade 1: Nightmare mode now lasts 10.5 seconds. / Upgrade 2: Nightmare mode now lasts 11 seconds. / Upgrade 3: Nightmare mode now lasts 11.5 seconds. / Upgrade 4: Nightmare mode now lasts 12 seconds. | In Nightmare mode, increases Riserris' AS by 300. | |
| Riserris | Skill 3 | Riserris fires 1 magic wave at the target, prioritizing summoned creatures. The wave deals damage equal to 250% of ATK to the target and anyone in 2.5m radius. | Upgrade 1: DMG increased to 270% of ATK. / Upgrade 2: DMG increased to 290% of ATK. / Upgrade 3: DMG increased to 310% of ATK. | Upon hit applies "Fear" on the target: Any targets hit by "Fear" will run away from the caster, taking 120% of Riserris ATK as DMG each second for 4 seconds (Ineffective against hero units). | |
| Riserris | Skill 4 | While Riserris is on the battlefield, all allied heroes' Basic Attack can trigger a special effect: Additionally deals True Damage equal to 30% of ATK. | Upgrade 1: Additional True Damage increased to 35% of ATK, / Upgrade 2: Additional True Damage increased to 40% of ATK, / Upgrade 3: Additional True Damage increased to 45% of ATK, | While Riserris is on the battlefield, all allied heroes receive 100 AS boost. | |
| Riserris | Talent | Talent | Shadow Duplication Enhancement: When this ability hits the same target 8 times, it applies Fear on the target. Any targets hit by "Fear" will run away from the caster, taking 120% of Riserris ATK as DMG each second for 1seconds,lasts for 4 seconds on non-Hero units. | Upgrade 1: Psychic Strike Enhancement: When hitting 4 or more targets, the cooldown is reduced by 4s. / Upgrade 2: Phantom Speed Enhancement: Hunter heroes get the double effect. / Upgrade 3: Everlasting Nightmare Enhancement: If Riserris dies in Nightmare mode she will be revived in 1.5s. Upon revival, gets 50% of Max HP and 600 Energy, and also applies "Fear" on all nearby targets. This effect can be triggered once per battle. | — |
| Sorvaley | Skill 1 | Sovarley throws her spear, opening a Dreamgate at the target location for 6s. During this period, the Dreamgate drains the HP of all units within range for 1.6% of Sorvaley's Max HP per second. Drained HP is shared equally amongst allied heroes. | Upgrade 1: HP drain is increased to 1.8%. / Upgrade 2: HP drain is increased to 2%. / Upgrade 3: HP drain is increased to 2.2%. / Upgrade 4: HP drain is increased to 2.4%. | When the Soul Reaving opens, it has a base chance of 50% (affected by Sorvaley's ACC) to imprison enemies within range for 3s. | |
| Sorvaley | Skill 2 | Sorvaley summons 1 Deer Spirits with 55% of her ATK and DEF, and 12% of her HP. Up to 4 Deer Spirits can be present on the battlefield at the same time. | Upgrade 1: Deer Spirits are summoned with 60% of Sorvaley's ATK and DEF, and 13% of her HP. / Upgrade 2: Deer Spirits are summoned with 65% of Sorvaley's ATK and DEF, and 14% of her HP. / Upgrade 3: Deer Spirits are summoned with 70% of Sorvaley's ATK and DEF, and 15% of her HP. / Upgrade 4: Deer Spirits are summoned with 75% of Sorvaley's ATK and DEF, and 16% of her HP. | Summons a Deer Spirit at the start of battle. | |
| Sorvaley | Skill 3 | Sorvaley throws a spear at the nearest enemy within range, inflicting 16% of her Max HP as DMG. This skill has a 70% (affected by Sorvaley's ACC) base chance to reduce the healing received by the target by 60% for 4s. | Upgrade 1: Damage increased to 18%. / Upgrade 2: Damage increased to 20%. / Upgrade 3: Damage increased to 22%. | When the user throws Dreamlocker Spear and the target is within 3m, the user jumps 3m away from the target. | |
| Sorvaley | Skill 4 | When any allied unit other than Deer Spirits die, Sorvaley has a 7% chance (affected by ACC) to summon 1 Deer Spirits based on the level of Darkmoon Dreamer. | Upgrade 1: Chance increased to 8%. / Upgrade 2: Chance increased to 9%. / Upgrade 3: Chance increased to 10%. | When Sorvaley casts a skill, she has a chance of summoning 1 Deer Spirits behind her. | |
| Sorvaley | Talent | Talent | "Broken Dream" Enhancement: Base chance increased by 6%. | Upgrade 1: "Dreamlocker Spear" Enhancement: Enemies hit by the spear have a 70% (affected by Sorvaley's ACC) base chance of being imprisoned, rendering them unable to move or cast displacement skills for 3s. / Upgrade 2: Ultimate Skill Enhancement: Summons 2 Deer Spirits at the target location. / Upgrade 3: Ultimate Skill Enhancement: The duration of Soul Reaving is extended by 4s. | — |
| Taresh | Skill 1 | Taresh strikes the earth 3 times, each strike dealing damage equal to 13% of his max. HP and knocking down targets in range. After that a War Zone is formed: All Allied Heroes in the zone deal 15% increased damage and receive 20% damage reduction, 30% critical damage reduction, and 50 resistance. The duration of the Zone is 6 seconds. | Upgrade 1: Damage is increased to 14% of Taresh's max. HP. / Upgrade 2: Damage is increased to 15% of Taresh's max. HP. / Upgrade 3: Damage is increased to 16% of Taresh's max. HP. / Upgrade 4: Damage is increased to 17% of Taresh's max. HP. | Melee Heroes in the War Zone receive 2 times the effect. | |
| Taresh | Skill 2 | Taresh gains 5 layers of Totem Shield, each layer allows the next received damage to be reduced by 82%, stacking up to 10 layers. | Upgrade 1: Damage reduction is increased to 85%. / Upgrade 2: Damage reduction is increased to 88%. / Upgrade 3: Damage reduction is increased to 91%. / Upgrade 4: Damage reduction is increased to 94%. | For each layer of Totem Shield, Taresh gains 5% damage increase. | |
| Taresh | Skill 3 | Taresh stomps the ground, tossing nearby targets around and dealing damage equal to 13% of his max. HP. | Upgrade 1: Damage is increased to 15% of Taresh's max. HP. / Upgrade 2: Damage is increased to 17% of Taresh's max. HP. / Upgrade 3: Damage is increased to 19% of Taresh's max. HP. | Enemies that are knocked into the air will be knocked down when they land. | |
| Taresh | Skill 4 | After 5 seconds into the battle, Taresh charges at an ally in the same row and throws them to the enemy side of the battlefield (this effect is equivalent to a charge and target also becomes immune to control for 3s), dealing area damage equal to 13% of his max. HP and stunning them for 2.5s. If there is no ally in the same row, Taresh throws the ally with the highest HP. When Taresh doesn't have the Totem Shield, he gains the Guardian state: Reduces all incoming damage by 50%. | Upgrade 1: Damage is increased to 14% of Taresh's max. HP. / Upgrade 2: Damage is increased to 15% of Taresh's max. HP. / Upgrade 3: Damage is increased to 16% of Taresh's max. HP. | After the start of battle, Taresh's max. HP increase by 40%. | |
| Taresh | Talent | Talent | Ultimate Skill Enhancement: Before activation, instantly activates Blood Amulet. | Upgrade 1: Blood Amulet Enhancement: Upon activation, increases the number of Totem Shield layers by 3. / Upgrade 2: Unyielding Stomp Enhancement: If this skill hits 2 or more enemies, Taresh gains 3 layers of Totem Shield. / Upgrade 3: Minotaur's Slam Enhancement: At the start of battle, increases the max. HP of allies in the back row by 15% of Taresh's max. HP. | — |
| Loris | Skill 1 | Loris enters the astral state, increasing 1500% ATK, becoming immune to all damage except True Damage, and all damage dealt by Loris also becomes True Damage for 5s. Cannot be targeted by attacks or skills during this time. Upon entering the astral state and whenever an enemy is killed while in this state, Loris unleashes a Soul Scream, dealing damage to nearby enemies equal to 1500% of Loris's ATK and inflicting the Fear status for 3s. | Upgrade 1: Astral state duration extended to 5.5s. / Upgrade 2: Astral state duration extended to 6s. / Upgrade 3: Astral state duration extended to 6.5s. / Upgrade 4: Astral state duration extended to 7s. | New passive effect: When Energy is full, removes all Control effects from self. | |
| Loris | Skill 2 | Fires at the nearest targets with 1 special bullets, dealing damage equal to 1000% of Loris’s ATK, dispelling Invincibility and Shields, and applying Fear to the targets for 3s. Upon hitting enemies, bullets ricochet to the nearest targets 1 times. Ricochet bullets also carry special bullet effects. | Upgrade 1: Damage increased to 1100% of ATK. / Upgrade 2: Damage increased to 1200% of ATK. / Upgrade 3: Damage increased to 1300% of ATK. / Upgrade 4: Damage increased to 1400% of ATK. | Loris makes a short movement in the direction opposite to the enemy when activating this skill. | |
| Loris | Skill 3 | Every 3 normal bullet from Loris activates the effect: reduces the target’s Max HP by 8% (in PvE modes cannot exceed 2000% of Loris’s ATK)(Not effective against Elites or Bosses.), and also forces the target into an astral state (astral state cannot be re-applied to a target already in the state) for 5s. Each soul (enemy in astral state) grants Loris 10% ATK and Max HP, stacks. Enemies in astral state deal 10% less damage and receive 10% more damage. | Upgrade 1: Max HP reduction effect increased to 9%. / Upgrade 2: Max HP reduction effect increased to 10%. / Upgrade 3: Max HP reduction effect increased to 11%. | If a target dies while in astral state, Loris gains a bonus for the rest of the battle. | |
| Loris | Skill 4 | Loris's Basic Attacks can simultaneously target 2 enemies with 3 bullets. Loris has 15% Lifesteal. At the start of battle, gains HP equal to 300% of ATK. | Upgrade 1: Bonus HP at battle start increased to 500% of ATK. / Upgrade 2: Bonus HP at battle start increased to 700% of ATK. / Upgrade 3: Bonus HP at battle start increased to 900% of ATK. | Basic Attack hits 1 additional target. | |
| Loris | Talent | Talent | Ultimate Skill Enhancement: Upon entering the astral state, Loris immediately activates Ricochet Barrage against all enemies. | Upgrade 1: Ricochet Barrage Enhancement: When an enemy appears within a 4-meter radius, Loris immediately resets the CD of this skill. (Can be triggered once every 10s.) / Upgrade 2: Trial of the Soul Enhancement: Enemies in the astral state receive additional True Damage equal to 10% of Max HP after every 3 Basic Attacks received. (In PvE modes, this cannot exceed 2000% of Loris’s ATK.) / Upgrade 3: Double Devouring Enhancement: Lifesteal effect increased to 30%. / Upgrade 4: Eternal Nirvana Enhancement: After each resurrection, all damage dealt by Loris and max HP is increased by 10%. | — |
| Fiona | Skill 1 | 3 allied heroes with the highest ATK gain a shield equal to 12% of Fiona‘s max HP and also gain the Blossom state: damage dealt is increased by 15%, damage taken is reduced by 15%, duration 15 s, can stack up to 3 times. In the Blossom state, each movement skill refreshes the shield. The damage increase and reduced taken damage from the Blossom state will be calculated after all effects that affect damage have been calculated. | Upgrade 1: Shield capacity increased to 13% of Fiona‘s max HP. / Upgrade 2: Shield capacity increased to 14% of Fiona‘s max HP. / Upgrade 3: Shield capacity increased to 15% of Fiona‘s max HP. / Upgrade 4: Shield capacity increased to 16% of Fiona‘s max HP. | Increases the shield amount of allied heroes on the enemy's side of the battlefield by 30%. | |
| Fiona | Skill 2 | The allied hero with the lowest health restores HP equal to 10% of Fiona's max HP. | Upgrade 1: HP recovery increased to 11% of Fiona's max HP. / Upgrade 2: HP recovery increased to 12% of Fiona's max HP. / Upgrade 3: HP recovery increased to 13% of Fiona's max HP. / Upgrade 4: HP recovery increased to 14% of Fiona's max HP. | If the target is on the enemy's side of the battlefield, the recovery amount is increased by 30%. | |
| Fiona | Skill 3 | Fiona blesses 1 allied heroes with the highest ATK with a 40% probability to reduce Basic Skill CD by 5s before the next activation of that skill. The probability is affected by Fionas Accuracy. | Upgrade 1: Basic Skill CD decreased by 6s. / Upgrade 2: Basic Skill CD decreased by 7s. / Upgrade 3: Basic Skill CD decreased by 8s. | Grants the target a shield equal to 10% of Fiona's max HP. | |
| Fiona | Skill 4 | When allied heroes are present on the enemy's side of the battlefield, Fiona gains Petal Shroud: For each allied hero, reduces all damage taken by 10%. When allied heroes have used movement skills for a total of 7 times, Fiona unleashes the Garden of Eden on the battlefield: restores 300 Energy or Rage for allied heroes and applies Invincibility to them for 5 s. This effect can only be activated once. | Upgrade 1: For each allied hero on the enemy's side of the battlefield, Fiona reduces damage taken by 11%. / Upgrade 2: For each allied hero on the enemy's side of the battlefield, Fiona reduces damage taken by 12%. / Upgrade 3: For each allied hero on the enemy's side of the battlefield, Fiona reduces damage taken by 13%. | When there are more than 3 allied heroes on the enemy's battlefield, Fiona receives additional 25% damage reduction. | |
| Fiona | Talent | Talent | Ultimate Skill Enhancement: In the Blossom state, each movement Skill activation refreshes the duration of the Blossom state. | Upgrade 1: Fairy's Touch Enhancement: Dispels all crowd control effects on the target. / Upgrade 2: Nectar Tide Enhancement: For every 50 Accuracy , the number of targets increases by 1, up to 5 targets. / Upgrade 3: Petal Shroud Enhancement: Fiona will recast Garden of Eden after allied heroes have used 15 movement skills in total. | — |
| Sif | Skill 1 | Sif summons Gobo, a stone golem, in the selected area. Gobo will inherit 160% ATK, 100% DEF, CRIT RATE, CRIT DMG, AS and DMG AMP, as well as HP equal to 13000% of Sif's ATK. Gobo reduces damage taken by 40% and does not inherit other stats. If Gobo is already present on the battlefield, then he will restore 100% HP instead. Each critical attack by Gobo will decrease the cooldown of Gobo, go! by 1.5s. Stone Golem Gobo is a large summoned creature and counts as 3 units. | Upgrade 1: Gobo's inherited HP is increased to 14000% of Sif's ATK. / Upgrade 2: Gobo's inherited HP is increased to 15000% of Sif's ATK. / Upgrade 3: Gobo's inherited HP is increased to 16000% of Sif's ATK. / Upgrade 4: Gobo's inherited HP is increased to 17000% of Sif's ATK. | For each allied Pebble on the battlefield, Gobo's damage taken is reduced by 10%. | |
| Sif | Skill 2 | Sif summons 1 Pebbles. Pebbles will inherit HP equal to 1200% of Sif's ATK. Pebbles can't move or attack. When Gobo is on the battlefield, Pebbles jump out of Gobo's body and remove control effects from him. There can be up to 2 Pebbles on the battlefield at the same time. | Upgrade 1: Pebbles inherited HP is increased to 1300% of Sif's ATK. / Upgrade 2: Pebbles inherited HP is increased to 1400% of Sif's ATK. / Upgrade 3: Pebbles inherited HP is increased to 1500% of Sif's ATK. / Upgrade 4: Pebbles inherited HP is increased to 1600% of Sif's ATK. | Summons 2 Pebbles. There can be up to 3 Pebbles on the battlefield at the same time. | |
| Sif | Skill 3 | Gobo performs Heavy Strike every 3 attacks: dispels invincibility effects and inflicts additional damage equal to 24% of the target's Max HP (can't exceed 480% of Gobo's ATK in PvE modes). The invincibility dispel effect does not work against Bosses. | Upgrade 1: Heavy Strike deals extra damage equal to 27% of the target's Max HP (In PvE modes, can't exceed 560% of Gobo's ATK). / Upgrade 2: Heavy Strike deals extra damage equal to 30% of the target's Max HP (In PvE modes, can't exceed 600% of Gobo's ATK). / Upgrade 3: Heavy Strike deals extra damage equal to 33% of the target's Max HP (In PvE modes, can't exceed 660% of Gobo's ATK). | Gobo's Heavy Strike can knock enemies into the air. | |
| Sif | Skill 4 | At the start of battle, Sif gains 500 Energy. During battle, for each 3 dead or dissappeared Pebbles, Gobo will enter the Fury state, dispel control effects, become immune to control effects and increase AS by 1000 for 8s, does not stack. | Upgrade 1: Attack Speed buff is increased to 1100. / Upgrade 2: Attack Speed buff is increased to 1200. / Upgrade 3: Attack Speed buff is increased to 1300. | During the battle, when Sif dies, Gobo recovers all HP and remains permanently in the Fury state. | |
| Sif | Talent | Talent | Ultimate Skill Enhancement: During the battle, for each 1 allied Pebbles on the battlefield, Gobo's CRIT DMG increases by 25% up to 3 times.. | Upgrade 1: Stone Warriors Enhancement: For every 1 allied Pebbles on the battlefield, Sif reduces damage taken by 20%. / Upgrade 2: Shockwave Enhancement: Gobo's Heavy Strike hits the target and all surrounding enemies. / Upgrade 3: Golem's Fury Enhancement: During combat, for every 1 dead Pebbles, Gobo's CRIT DMG will be increased by 7% and he grows in size, up to 10 times. This effect will be inherited if Gobo gets resummoned after death. | — |
| Arcadia | Skill 1 | Arcadia shoots her crossbow in the selected direction, the range of the shot is infinite, deals damage to all targets in a direct line 4 times, each instance of damage is equal to 160% of ATK (Deals 40% damage to targets beyond the range of the Basic Attack). This skill activates the Basic Attack effect every time it deals damage. | Upgrade 1: Damage increased to 180% of Arcadia's ATK. / Upgrade 2: Damage increased to 200% of Arcadia's ATK. / Upgrade 3: Damage increased to 220% of Arcadia's ATK. / Upgrade 4: Damage increased to 240% of Arcadia's ATK. | For every 100 of Arcadia's Attack Speed, the first enemy hit will receive an additional 1 times damage, can be activated up to 5 times. | |
| Arcadia | Skill 2 | Arcadia fires a burst of 3 arrows at the closest target (prioritising Heroes) with each arrow dealing damage equal to 280% of ATK. | Upgrade 1: Damage per arrow increased to 320% of Arcadia's ATK. / Upgrade 2: Damage per arrow increased to 360% of Arcadia's ATK. / Upgrade 3: Damage per arrow increased to 400% of Arcadia's ATK. / Upgrade 4: Damage per arrow increased to 440% of Arcadia's ATK. | This skill activates the Basic Attack effect. | |
| Arcadia | Skill 3 | After 3 Basic Attacks, Arcadia activates the effect: deals True Damage equal to 80% of ATK to the target. This damage can critically hit. | Upgrade 1: True damage increased to 90% ATK of Arcadia. / Upgrade 2: True damage increased to 100% ATK of Arcadia. / Upgrade 3: True damage increased to 110% ATK of Arcadia. | When activated, Arcadia restores HP equal to 200% of ATK. | |
| Arcadia | Skill 4 | For each Hero or Monster Elite death, Arcadia gains 1 layer of Soul Feast (max number of layers - 8). For each layer, Arcadia increases her ATK by 4% and AS by 40. After dying, Arcadia is revived after 1.5s and inherits 60% of Max HP, and restores 400 Energy. Upon revival, for each layer of Soul Feast, Arcadia will additionally inherit 15% of Max HP and restore 100 extra Energy. Revival can be triggered up to 1 times per battle. | Upgrade 1: Soul Feast bonus per layer is increased to 4.5% ATK and 45 AS. / Upgrade 2: Soul Feast bonus per layer is increased to 5% ATK and 50 AS. / Upgrade 3: Soul Feast bonus per layer is increased to 5.5% ATK and 55 AS. | Upon revival, Arcadia inflicts Fear on nearby enemies: Targets run away from Arcadia and take damage equal to 120% of Arcadia's ATK every second. This effect lasts for 2s on Heroes and 4s on non-heroes. | |
| Arcadia | Talent | Talent | Soul Feast Enhancement: All allied heroes after the revival instantly deal damage to enemies around them equal to 800% of Arcadia's ATK. This damage can critically hit. | Upgrade 1: Dark Missile Enhancement: This skill deals 1.5 times damage to targets with a shield or targets in the Guardian state. / Upgrade 2: Retribution Enhancement: If there is a Wenfyr ally in the same row as Arcadia, she takes 60% less damage. / Upgrade 3: Piercing Arrow Enhancement: Replaced by crossbow shots in 3 directions, and also increases damage by 10%. | — |
| Vazaris | Skill 1 | Vazaris pounces at his target, pushing the target 4m and stunning them for 3s. Next, Vazaris jumps back to his original position and throws 5 spears at the target, each spear deals damage equal to 180% of Vazaris' ATK. For every 100 AS Vazaris throws an extra spear; up to 5 spears. Vazaris takes 80% less damage during displacement. This Skill can trigger the Basic Attack effects. | Upgrade 1: Damage from each spear increased to 200% of Vazaris' ATK. / Upgrade 2: Damage from each spear increased to 220% of Vazaris' ATK. / Upgrade 3: Damage from each spear increased to 240% of Vazaris' ATK. / Upgrade 4: Damage from each spear increased to 260% of Vazaris' ATK. | Before activation, dispels all control effects and gains a Shield equal to 30% of Max HP for 5s. | |
| Vazaris | Skill 2 | Vazaris throws 2 spears with each spear deals damage to all targets in a straight line equal to 280% of Vazaris' ATK. This damage can trigger Basic Attack effects. | Upgrade 1: Damage from each spear increased to 320% of Vazaris' ATK. / Upgrade 2: Damage from each spear increased to 360% of Vazaris' ATK. / Upgrade 3: Damage from each spear increased to 400% of Vazaris' ATK. / Upgrade 4: Damage from each spear increased to 440% of Vazaris' ATK. | Piercing Throw has extra 30% Crit Damage. | |
| Vazaris | Skill 3 | Each 3 Basic Attack triggers the effect: Summons Dio the Eagle to attack the enemy, dealing damage equal to 180% of Vazaris' ATK, and also reduces target's Damage Increase by 15% for 5s up to 3 times. | Upgrade 1: Damage increased to 200% of Vazaris' ATK. / Upgrade 2: Damage increased to 220% of Vazaris' ATK. / Upgrade 3: Damage increased to 240% of Vazaris' ATK. | When Dio the Eagle deals damage, it increases Vazaris' Max HP by 900% of ATK (up to 10 times, inherited after revival) and restores the same amount of HP. | |
| Vazaris | Skill 4 | When Vazaris dies, he will be resurrected after 1.5s with 70% HP and Energy up to 1 times per battle. When allied heroes are revived, increases their HP by 50% of Vazaris's Max HP and restores the same amount of HP. At the start of the battle or after each revival, Vazaris takes 95% less damage, gradually decreasing to 0 over 20s, this effect is also effective against True Damage. | Upgrade 1: HP and Energy recovery increased to 80%. / Upgrade 2: HP and Energy recovery increased to 90%. / Upgrade 3: HP and Energy recovery increased to 100%. | At the start of the battle, for each 1 allied Wenfyr hero(es), Vazaris increases his Damage Reduction by 15%. (Up to 90%, inherited upon revival) | |
| Vazaris | Talent | Talent | "Heart of the Wenfyr" gets enhanced: when our hero resurrects, it deals 600% of Vazaris' attack power to all surrounding enemies three times, this damage can trigger a normal attack effect. | Upgrade 1: Piercing Throw Enhancement: After each revival, Vazaris throws 2 more spears. / Upgrade 2: Time to Hunt Enhancement: After each revival, Time to Hunt deals True Damage. / Upgrade 3: Deadly Hurl: When the spear hits a target, it deals damage around the target equal to 180% of Vazaris' ATK. | — |
| Alcor | Skill 1 | Using a carapace, attacks an enemy with the highest HP value, knocking back the target and enemies around the target over a large distance and knocking them down, simultaneously dealing damage equal to 20% of Alcor's Max HP. Then deploys a Stellar Field around the knocked-back target for 6s: periodically shocks enemies in a large area, dealing the same amount of damage and knocking them down. The damage from this skill cannot crit, is calculated instantly, and cannot be delayed. | Upgrade 1: Each damage increased to 22% of Alcor's Max HP. / Upgrade 2: Each damage increased to 25% of Alcor's Max HP. / Upgrade 3: Each damage increased to 27% of Alcor's Max HP. / Upgrade 4: Each damage increased to 30% of Alcor's Max HP. | The Stellar Field pulls enemies to the center when dealing damage. | |
| Alcor | Skill 2 | Alcor detonates an energy field and deals damage equal to 20% of Alcor's Max HP to all surrounding enemies and knocks them down. The damage from this skill cannot crit, is calculated instantly, and cannot be delayed. | Upgrade 1: Damage increased to 22% of Alcor's Max HP. / Upgrade 2: Damage increased to 25% of Alcor's Max HP. / Upgrade 3: Damage increased to 27% of Alcor's Max HP. / Upgrade 4: Damage increased to 30% of Alcor's Max HP. | After activation, grants a Shield equal to 30% of Alcor's max HP to himself and allies in the same row for 5s. | |
| Alcor | Skill 3 | Alcor permanently gains the Guardian state. During the formation of a squad, during battle or in Soul Rubellite Mine, Alcor can be considered as a Terran Hero. For each enemy around Alcor, the damage dealt is increased by 5%, and damage taken is reduced by 5% (effective against True Damage). When inside the Stellar Field, this effect is doubled. | Upgrade 1: Damage increase per enemy is increased to 7%. / Upgrade 2: Damage increase per enemy is increased to 9%. / Upgrade 3: Damage increase per enemy is increased to 11%. | Each wave of the Stellar Field reduces 50 Energy or Rage from enemies. | |
| Alcor | Skill 4 | Alcor, upon receiving damage, has a 10% chance to completely block the damage with the carapace. After a successful block, Alcor becomes immune to the same damage. During the block, knocks the enemy and surrounding targets down and deals damage equal to 20% of Alcor's Max HP. | Upgrade 1: Block chance increased to 12%. / Upgrade 2: Block chance increased to 15%. / Upgrade 3: Block chance increased to 18%. | Block chance against Ultimate Skills is increased by 5%. | |
| Alcor | Talent | Talent | Ultimate Skill Enhancement: Enemies within the Stellar Field deal 30% less damage. | Upgrade 1: Suppressive Strike Enhancement: Affected targets reduce the effect of Healing and Shields by 50% for 5s. / Upgrade 2: Amulet of the Mountain Gods Enhancement: Revives after death with 100% HP and 600 Energy. This effect activates once per battle. / Upgrade 3: Reflective Shield Enhancement: Upon a successful block, restores 20 Energy. | — |
| Koraxia | Skill 1 | Koraxia disappears and chooses up to 3 targets in the area with the lowest HP, summons Illusions near them, and deals damage equal to 880% of ATK. After that, Illusions will disappear, and Koraxia will teleport to the target with the lowest HP and deal secondary damage equal to 2200% of ATK. | Upgrade 1: Illusion damage increased to 920%, secondary damage increased to 2300%. / Upgrade 2: Illusion damage increased to 960%, secondary damage increased to 2400%. / Upgrade 3: Illusion damage increased to 1000%, secondary damage increased to 2500%. / Upgrade 4: Illusion damage increased to 1040%, secondary damage increased to 2600%. | This skill increases Koraxia's ATK by 20% each time it is activated, stacking up to a maximum of 4 times, and lasts until the end of the battle. | |
| Koraxia | Skill 2 | Koraxia teleports to the target with the least HP within her attack radius, dealing damage equal to 400% of ATK. | Upgrade 1: Damage increased to 420% of ATK. / Upgrade 2: Damage increased to 440% of ATK. / Upgrade 3: Damage increased to 460% of ATK. / Upgrade 4: Damage increased to 480% of ATK. | Also deals damage equal to 300% of Koraxia's ATK to nearby targets. | |
| Koraxia | Skill 3 | When dealing damage to targets with HP below 16%, Koraxia's skills will instantly Execute them (ignores invincibility and ignores death immunity effects). When the target is a Leader or Boss, the Execute effect does not trigger, but instead increases their damage taken by 20% for 5 s. (This effect does not stack). | Upgrade 1: HP cap to activate Execute increased to 18%. / Upgrade 2: HP cap to activate Execute increased to 20%. / Upgrade 3: HP cap to activate Execute increased to 22%. | Koraxia's Basic Attacks can also activate the Execute effect. | |
| Koraxia | Skill 4 | Upon death, Koraxia enters the Phantom state: In Phantom state, the Hero is considered dead. They can only attack with Basic Attacks. Basic Attacks will inherit the Deadly Action effect and increase AS by 1000. During the Phantom state, Koraxia cannot be targeted or damaged. Koraxia will focus on targets with the lowest HP. Phantom state lasts for 8 seconds. After that, Koraxia will be revived with 70% HP and 150 Energy. The Phantom state can be activated up to 1 times per battle. | Upgrade 1: Respawns with 80% HP and 200 Energy. / Upgrade 2: Respawns with 90% HP and 250 Energy. / Upgrade 3: Respawns with 100% HP and 300 Energy. | Increases the number of activations of the Phantom state per battle by 1 times. | |
| Koraxia | Talent | Talent | Ultimate Skill Enhancement: When Illusions kill 1 enemies, they increase the secondary damage of Hunting Excitement by 20% for up to 40%. | Upgrade 1: Moonstep Enhancement: If this skill inflicts Crit Damage, Stuns the target for 2 seconds. / Upgrade 2: Deadly Action Enhancement: Each time the Execute effect is activated, increases Koraxia's Crit Damage by 13% up to 6 times, stacks remain after death. / Upgrade 3: Phantom of Vengeance Enhancement: Koraxia has 600 Energy when revived. The number of times that the Phantom state can be triggered during the battle is additionally increased by 1 times. / Upgrade 4: Moonlight Enhancement: In addition to Koraxia, allied Vanguard and Assassin Heroes will also enter the Phantom state when they die for 20 seconds. After that, Phantoms will disappear. | — |
| Samael | Skill 1 | Samael pulls out his bloodied Espadon and slashes 3 times. Each slash deals damage equal to 480% of ATK to enemies in a fan-shaped area. At the end, he Lunges at the closest enemy with the lowest HP and deals damage equal to 1700% of ATK. Samael is immune to Control effects during skill activation. This damage is calculated immediately and cannot be delayed. | Upgrade 1: Slash and Lunge damage are increased to 540% and 1900% of ATK, respectively. / Upgrade 2: Slash and Lunge damage are increased to 600% and 2100% of ATK, respectively. / Upgrade 3: Slash and Lunge damage are increased to 660% and 2300% of ATK, respectively. / Upgrade 4: Slash and Lunge damage are increased to 720% and 2500% of ATK, respectively. | Each time Dead Silence lands a crit, reduce the target's Energy or Rage by 80. | |
| Samael | Skill 2 | Samael teleports to the target with the lowest HP within a 9 meter radius and strikes it with his claws 3 times. Each strike deals damage equal to 250% of ATK. | Upgrade 1: Damage is increased to 300% of Samael's ATK. / Upgrade 2: Damage is increased to 350% of Samael's ATK. / Upgrade 3: Damage is increased to 400% of Samael's ATK. / Upgrade 4: Damage is increased to 450% of Samael's ATK. | Attacks from Herald of Death has a 25% chance (based on Samael's ACC) to stun the target for 2s. | |
| Samael | Skill 3 | Samael uses Infernal Grip, dealing damage equal to 800% of ATK to all surrounding enemy units. | Upgrade 1: Damage is increased to 900% of Samael's ATK. / Upgrade 2: Damage is increased to 1000% of Samael's ATK. / Upgrade 3: Damage is increased to 1100% of Samael's ATK. | Reduces the healing effect and shield effectiveness of affected targets by 30% for 5s. | |
| Samael | Skill 4 | At the start of combat or after each revival, Samael takes 95% less damage. This effect gradually decreases to 0% over 20s. This effect also applies to True Damage. When Samael dies, he is revived, restores 70% HP, and gains 400 Energy. Can revive up to 1 times per battle. | Upgrade 1: Upon revival, HP recovery is increased to 80%. / Upgrade 2: Upon revival, HP recovery is increased to 90%. / Upgrade 3: Upon revival, HP recovery is increased to 100%. | After revival, Samael gains 600 Energy. | |
| Samael | Talent | Talent | Dead Silence Enhancement: Each Slash increases the CRIT DMG received by the target by 7% for 10s up to 3 times. | Upgrade 1: Herald of Death Enhancement: If the target's HP is below 50%, increases damage by 20%. / Upgrade 2: Infernal Grip Enhancement: After each revival, the damage of this skill increases by 50%. / Upgrade 3: Call of the Underworld Enhancement: The maximum number of revivals is increased to 2. | — |
| Danix | Skill 1 | Danix releases a fiery beam in the chosen direction, dealing damage to all enemies in the area equal to 1800% of ATK and knocking them back a short distance, simultaneously stunning them for 2s. For each affected target, Danix restores HP equal to 15% of Max HP, up to 75%. | Upgrade 1: Damage increased to 1900% of ATK. / Upgrade 2: Damage increased to 2000% of ATK. / Upgrade 3: Damage increased to 2100% of ATK. / Upgrade 4: Damage increased to 2200% of ATK. | After activation, resets the CD of Blazing Surge. | |
| Danix | Skill 2 | Creates an explosion around herself, dealing damage to nearby enemies equal to 600% of ATK. Restores HP equal to 1200% of ATK and if HP is below 50%, additionally restores HP equal to 1200% of ATK. | Upgrade 1: Damage increased to 700% of ATK. / Upgrade 2: Damage increased to 800% of ATK. / Upgrade 3: Damage increased to 900% of ATK. / Upgrade 4: Damage increased to 1000% of ATK. | Explosion radius increased. | |
| Danix | Skill 3 | Danix breathes fire in a fan-shaped area, dealing damage equal to 600% of ATK. Before activating this skill, Danix dispels all Control effects from herself. | Upgrade 1: Damage increased to 700% of ATK. / Upgrade 2: Damage increased to 800% of ATK. / Upgrade 3: Damage increased to 900% of ATK. | If it hits more than 3 target(s), instantly resets the CD of this skill. This effect can activate once every 4s. | |
| Danix | Skill 4 | Danix gains Max HP equal to 16000% of ATK, and also reduces all incoming damage by 70%. Upon death, Danix transforms into a phoenix egg for 4s, reducing incoming damage by 95%. This effect is also effective against True Damage. After the duration ends, Danix is reborn, with 100% HP and 600 Energy. This effect can be triggered up to 1 time(s) per battle. | Upgrade 1: Max HP gained increased to 17000% of ATK. / Upgrade 2: Max HP gained increased to 18000% of ATK. / Upgrade 3: Max HP gained increased to 19000% of ATK. | While the phoenix egg is on the battlefield, all allied heroes deal 20% more damage and take 40% less damage. | |
| Danix | Talent | Talent | Ultimate Skill Enhancement: When a zone is struck by the beam, it explodes after 1s, dealing damage equal to 1800% of ATK. | Upgrade 1: Blazing Surge Enhancement: Targets affected by the explosion have their Energy or Rage reduced by 120. / Upgrade 2: Phoenix Breath Enhancement: Area Damage received by targets is increased by 20% for 5s. / Upgrade 3: Fiery Rebirth Enhancement: Upon resurrection, Danix releases a wave of energy across the battlefield, dealing damage to all enemies equal to 1800% of ATK and stunning them for 3s. | — |
| Allu | Skill 1 | Allu summons 3 Eye(s) of Nature in the target area. Eyes of Nature inherit 100% ATK and DEF, and 50% Max HP from Allu. On the battlefield, a maximum of 3 Eye(s) of Nature can exist. Then Heavenly Rain begins on the battlefield, increasing and decreasing the damage dealt/taken by Allu, allied Summoner heroes, and Summoned creatures by 16%-29% (depending on Allu's ACC, max effect at 200 ACC) for 6s. The damage change effect of this skill will be calculated after other effects that influence damage have been calculated. | Upgrade 1: Reduces and increases the damage taken/dealt by Allu and allied Summoner heroes and their Summoned creatures by 17%-31%. / Upgrade 2: Reduces and increases the damage taken/dealt by Allu and allied Summoner heroes and their Summoned creatures by 18%-33%. / Upgrade 3: Reduces and increases the damage taken/dealt by Allu and allied Summoner heroes and their Summoned creatures by 19%-35%. / Upgrade 4: Reduces and increases the damage taken/dealt by Allu and allied Summoner heroes and their Summoned creatures by 20%-37%. | During Heavenly Tears, Allu additionally reduces damage received by 30%. | |
| Allu | Skill 2 | Allu deals damage to enemies in the target area equal to 40% of Max HP, and also summons 1 Eye(s) of Nature, inheriting 100% ATK, DEF, and 50% Max HP from Allu. | Upgrade 1: Damage is increased to 45% Max HP of Allu. / Upgrade 2: Damage is increased to 50% Max HP of Allu. / Upgrade 3: Damage is increased to 55% Max HP of Allu. / Upgrade 4: Damage is increased to 60% Max HP of Allu. | Within the radius of action, stuns each enemy with a base chance of 40% (depending on Allu's ACC) for 2.5s. | |
| Allu | Skill 3 | While Allu is on the battlefield: Attack Speed of all allied Summoned Creatures is increased by 300, Movement Speed is increased by 500, damage dealt is increased by 26% and damage received is decreased by 26%. | Upgrade 1: All allied Summoned Creatures receive 28% less damage and deal 28% more damage. / Upgrade 2: All allied Summoned Creatures receive 30% less damage and deal 30% more damage. / Upgrade 3: All allied Summoned Creatures receive 32% less damage and deal 32% more damage. | Allied Large Summoned Creatures receive 2 times greater effect. | |
| Allu | Skill 4 | During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Allu is considered as a Terran hero. Upon death, Allu resurrects after 2s with 70% HP and 600 Energy. This effect activates 1 times per battle. | Upgrade 1: Upon resurrection, HP is increased to 80%. / Upgrade 2: Upon resurrection, HP is increased to 90%. / Upgrade 3: Upon resurrection, HP is increased to 100%. | Damage received by Allu is reduced by 30%, this effect works against True Damage. | |
| Allu | Talent | Talent | Heavenly Tears Enhancement: Heavenly Rain restores every 0.5s HP to all allied heroes and Large Summoned Creatures equal to 5% of Allu's Max HP every second. | Upgrade 1: Nature's Fury Enhancement: For each fallen or disappeared allied unit, the CD of this ability is reduced by 0.5s. / Upgrade 2: Unbridled Growth Enhancement: When allied Summoned Creatures die, their Summoner restores 2% Max HP and 10 Energy. When Large Summoned Creatures die, this effect is multiplied by 3. / Upgrade 3: Resurgence Enhancement: After resurrection, allied heroes' Max HP is increased by 30%, and damage is increased by 20%. | — |
| Daji | Skill 1 | Passive Effect: At the start of battle, summons 2 Nine-Tailed Foxes. Nine-Tailed Fox: Inherits 140% of Daji's ATK, 100% of her DEF, Crit Chance, Crit Damage, Attack Speed, Damage Increase, and Damage Reduction, as well as HP equal to 15000% of her ATK. Damage taken is reduced by 60%. The Nine-Tailed Fox is a Big Creature and counts as 3 units. Foxes have the Ultimate Skill Tail Strike: Deals damage to enemies in range equal to 2000% of ATK and interrupts Charge effects, stunning targets for 1.5s. Active Effect: Daji disperses pheromones, making all Nine-Tailed Foxes go berserk: Foxes grow in size, restore 600 Energy and all stats and damage reduction effects increase by 2 times for 10s. | Upgrade 1: Inherited ATK of Nine-Tailed Foxes increased to 160%. / Upgrade 2: Inherited ATK of Nine-Tailed Foxes increased to 180%. / Upgrade 3: Inherited ATK of Nine-Tailed Foxes increased to 200%. / Upgrade 4: Inherited ATK of Nine-Tailed Foxes increased to 220%. | When activating the skill, Daji restores HP equal to 800% of ATK and enters the Invisibility state: Cannot be targeted by skills or Basic Attacks and all damage taken is reduced by 75% for 8s. | |
| Daji | Skill 2 | Daji fires 9 volleys of fire at random targets, each volley dealing damage equal to 210% of Daji's ATK. | Upgrade 1: Damage increased to 240% of Daji's ATK. / Upgrade 2: Damage increased to 270% of Daji's ATK. / Upgrade 3: Damage increased to 300% of Daji's ATK. / Upgrade 4: Damage increased to 330% of Daji's ATK. | Targets hit by Fox Fire are immobilized for 2s: cannot move or use movement skills. | |
| Daji | Skill 3 | Daji deals damage to all enemies in the area equal to 800% of ATK and also increases the Energy of all Nine-Tailed Foxes in the area by 200. | Upgrade 1: Damage increased to 900% of Daji's ATK. / Upgrade 2: Damage increased to 1000% of Daji's ATK. / Upgrade 3: Damage increased to 1100% of Daji's ATK. | Skill area increased. | |
| Daji | Skill 4 | Damage received by Daji is reduced by 55%. This effect also applies to True Damage. Nine-Tailed Foxes revive endlessly at the location with 100% HP and 200 Energy if Daji is on the battlefield. Nine-Tailed Foxes are immune to Control effects for 4s after being revived. | Upgrade 1: Damage received by Daji reduced by 58%. / Upgrade 2: Damage received by Daji reduced by 60%. / Upgrade 3: Damage received by Daji reduced by 62%. | Nine-Tailed Foxes revive with 600 Energy. | |
| Daji | Talent | Talent | Polar Charm Enhancement: The attacks of the Nine-Tailed Foxes and their Tail Strike dispel Invincibility effects from enemies. Additionally, if the target's HP is below 10% after taking damage, they are instantly Executed. This effect does not apply to Elites and Bosses. | Upgrade 1: Fox Fire Enhancement: This skill increases the damage taken by enemies from Summoner heroes and their summoned creatures by 5% when hit (stacks up to 9 times) for 6s. / Upgrade 2: Empress of the Steppes Enhancement: The damage of this skill is increased by 15% and Nine-Tailed Foxes additionally restore 200 Energy. / Upgrade 3: Swift Elegance Enhancement: Daji will revive upon death with 100% HP and 600 Energy. Can be triggered 1 times per battle. / Upgrade 4: Immortal Union: The damage increase effect for allies from Phantom Field stacks up to 60 times and the field duration lasts until the end of the battle. | — |
| Erubir | Skill 1 | Charges toward the farthest target within range, upon reaching the target deals damage to surrounding enemies equal to 1500% and Freezes them for 3s. While Frozen, targets cannot move or restore Energy/Rage, and take True Damage every second equal to 500% of Erubir's ATK. Damage from this skill cannot be Critical. | Upgrade 1: Damage increased to 1600% of ATK. / Upgrade 2: Damage increased to 1700% of ATK. / Upgrade 3: Damage increased to 1800% of ATK. / Upgrade 4: Damage increased to 1900% of ATK. | Pulls enemies towards himself when dealing damage. | |
| Erubir | Skill 2 | Covers himself and his weapon in a protective layer of ice, increasing ATK by 45% and gaining a Shield equal to 800% of ATK for 6s duration. | Upgrade 1: ATK increase raised to 50%. / Upgrade 2: ATK increase raised to 55%. / Upgrade 3: ATK increase raised to 60%. / Upgrade 4: ATK increase raised to 65%. | An ally in the same row also receives a Shield. | |
| Erubir | Skill 3 | During the formation of a squad, during battle or in Soul Rubellite Mine, Erubir can be considered an Atlas Hero. Allied heroes that trigger the Ignore Death effect gain 40% increased damage and 35% Lifesteal for 5s. Upon receiving fatal damage, Erubir ignores it, restores 100% HP and 300 Rage, and becomes Invincible for 2s. Activates 1 times per battle. | Upgrade 1: Damage increase effect raised to 45%. / Upgrade 2: Damage increase effect raised to 50%. / Upgrade 3: Damage increase effect raised to 55%. | Rage recovery effect from Ignore Death increased to 600. | |
| Erubir | Skill 4 | Erubir gains ATK equal to 4% of Max HP. Each time Erubir takes damage, restores HP equal to 2% of Max HP. Upon death, Erubir seals himself in a glacier, forcing enemy targets to attack him. During this time, cannot activate skills. After 5s the glacier shatters and Erubir resurrects in place with 100% HP and 300 Rage. Activates 1 times per battle. | Upgrade 1: ATK bonus increased to 4.5%. / Upgrade 2: ATK bonus increased to 5%. / Upgrade 3: ATK bonus increased to 5.5%. | Erubir revives with 600 Rage. | |
| Erubir | Talent | Talent | Ultimate Skill Enhancement: Upon activation, immediately activates Eternal Frost. | Upgrade 1: Eternal Frost Enhancement: For 6s, Basic Attacks deal additional damage equal to 500% of ATK. / Upgrade 2: Storm Herald Enhancement: Invincibility duration extended by 3s. / Upgrade 3: Polar Heart Enhancement: When the glacier shatters, deals damage to surrounding enemies equal to 4000% of ATK. | — |
| Wukong | Skill 1 | Wukong teleports behind the target with the lowest HP, activating Imitation of the Heavens: instantly grows gigantic and strikes the ground with Jingubang 3 times, each strike at the main target's location creates 1 illusions and increases the range of each strike. During Imitation of the Heavens, ATK is increased by 200%, each strike deals damage to targets in the area equal to 2900% of Wukong's ATK and knocks them back. Illusions: Inherit 100% of all stats, a maximum of 4 illusions can be on the field at the same time. They have the skill Heavenly Ward: upon entering battle, they draw a fiery circle around themselves for 6s, allied targets within the circle take 30% less damage and restore 20 Energy/Rage every second. | Upgrade 1: Damage from the strike increased to 2950% of Wukong's ATK. / Upgrade 2: Damage from the strike increased to 3000% of Wukong's ATK. / Upgrade 3: Damage from the strike increased to 3050% of Wukong's ATK. / Upgrade 4: Damage from the strike increased to 3100% of Wukong's ATK. | Each skill strike reduces 100 Energy or Rage of all targets and removes Invincibility and Shields. | |
| Wukong | Skill 2 | Wukong shackles the farthest enemy for 4s and teleports behind them, striking with Jingubang along the length to the teleportation point. Jingubang deals True Damage equal to 1500% of Wukong's ATK to all affected targets and knocks them back to the teleportation point. Afterwards Wukong teleports back to his original position. Creates 1 illusions at the original position upon activation of this skill and before teleporting. | Upgrade 1: Damage increased to 1550% of Wukong's ATK. / Upgrade 2: Damage increased to 1600% of Wukong's ATK. / Upgrade 3: Damage increased to 1650% of Wukong's ATK. / Upgrade 4: Damage increased to 1700% of Wukong's ATK. | Heavenly Ward from illusions also works against True Damage. | |
| Wukong | Skill 3 | Teleports to a random enemy and taunts them. During the action, dances with Jingubang, reflecting all incoming damage and dealing damage to surrounding enemies equal to 800% of Wukong's ATK per second. Dance duration 4s, during the dance 50 Energy is restored per second and Wukong gains immunity to Control effects. (Each time reflects damage equal to 1000% of Wukong's ATK). | Upgrade 1: Damage during the dance increased to 850% of Wukong's ATK per second. / Upgrade 2: Damage during the dance increased to 900% of Wukong's ATK per second. / Upgrade 3: Damage during the dance increased to 950% of Wukong's ATK per second. | When this skill is activated by the real Wukong, illusions activate it as well. | |
| Wukong | Skill 4 | Wukong can see invisible targets, ignoring the enemy’s Invisibility state when attacking (including effects preventing targeting and damage reduction). Damage from the real Wukong can instantly execute targets with HP below 16% (not effective against Elites or Bosses). Creates 1 Illusion around himself every 3s. | Upgrade 1: Execution condition increased to 18% HP. / Upgrade 2: Execution condition increased to 20% HP. / Upgrade 3: Execution condition increased to 22% HP. | When illusions are present on the battlefield, Wukong enters the Invisibility state. When activating Heavenly Revolt, Wukong exits the Invisibility state. | |
| Wukong | Talent | Talent | Ultimate Skill Enhancement: The strike damage becomes True Damage. | Upgrade 1: False King Enhancement: Shackling now affects targets surrounding the main target. / Upgrade 2: Heavenly Revolt Enhancement: Before activating this skill, Wukong removes all Control effects from himself. / Upgrade 3: Fiery Gaze Enhancement: Wukong’s illusions inherit the Execution effect. / Upgrade 4: Great Transformations Enhancement: While Wukong is on the battlefield, all allied heroes take 20% less damage from Ultimate Skills. | — |
| Wukong | Skill 1 | Wukong assumes a stance and provokes enemies in range for 3s. During the stance, all damage received is reduced by 80% (effective against True Damage) and Wukong gains immunity to control effects, while also dealing damage to enemies around equal to 500% of ATK per second. After the stance ends, he attacks enemies in the frontal area with his staff, dealing damage equal to 1000% of ATK. The damage from the staff attack deals additional damage equal to 300% of all damage received during the stance (before Damage Reduction is applied) and also has 150% Lifesteal. | Upgrade 1: The base damage of the staff attack is increased to 1100% of ATK. / Upgrade 2: The base damage of the staff attack is increased to 1200% of ATK. / Upgrade 3: The base damage of the staff attack is increased to 1300% of ATK. / Upgrade 4: The base damage of the staff attack is increased to 1400% of ATK. | Restores 50 Energy every second during the stance. | |
| Wukong | Skill 2 | Throws Jingubang at a random enemy, dealing damage to the target and surrounding enemies equal to 500% of Wukong's ATK. Applies a Shield to allied units in the area equal to 1000% of Wukong's ATK for 4s.After activation, incoming damage is reduced by 50% for 6s. | Upgrade 1: Damage is increased to 550% of Wukong's ATK. / Upgrade 2: Damage is increased to 600% of Wukong's ATK. / Upgrade 3: Damage is increased to 650% of Wukong's ATK. / Upgrade 4: Damage is increased to 700% of Wukong's ATK. | Stuns affected enemies for 2s. | |
| Wukong | Skill 3 | Wukong, for 10s, after attacking a single target 4 times, activates the Majesty of the King state: ATK is increased by 100%, and Basic Attacks and Skills deal True Damage. After activating the state, it will end after 4 attacks. (Majesty of the King state attacks do not count) | Upgrade 1: The ATK bonus is increased to 110%. / Upgrade 2: The ATK bonus is increased to 120%. / Upgrade 3: The ATK bonus is increased to 130%. | Illusion attacks also count towards activating the Majesty of the King state. | |
| Wukong | Skill 4 | At the start of the battle and every 3s, summons 1 illusion(s) (up to 4) onto the battlefield. When illusions are on the battlefield, Wukong enters the Invisibility state. Each illusion inherits 100% of Wukong's various stats, and HP equal to 9000% of ATK. Additionally, when Wukong activates his Ultimate Skill, the illusions will also activate it. During the formation of a squad, during battle or in Soul Rubellite Mine, Wukong can be considered as an Atlas Hero. | Upgrade 1: Illusion HP is increased to 9500% of Wukong's ATK. / Upgrade 2: Illusion HP is increased to 10000% of Wukong's ATK. / Upgrade 3: Illusion HP is increased to 10500% of Wukong's ATK. | When allied illusions die, Wukong's ATK is increased by 15%, stacking up to 4 times. | |
| Wukong | Talent | Talent | Ultimate Skill Enhancement: Staff attack can interrupt Charges and also reduces Healing and Shield effects of targets by 50% for the next 5s. | Upgrade 1: Crushing Blow Enhancement: If Wukong hits 3 or more targets with this skill, the cooldown of the skill is reduced by 3s. / Upgrade 2: Majesty of the King Enhancement: Upon Majesty of the King state activation, illusions inherit the ATK increase. / Upgrade 3: Phantom Monkeys Enhancement: When Wukong activates Crushing Blow, illusions will also activate this skill (prioritizes targeting different enemies). | — |
| Billy | Skill 1 | Billy switches to melee mode, reducing all damage taken by 70%, charges to the nearest enemy and deals True Damage equal to 2800% of ATK and stuns for 2s. Melee mode lasts for 8s, after which he jumps backwards away from the nearest enemy and switches back to ranged mode. | Upgrade 1: In melee mode, all damage taken is reduced by 75%. / Upgrade 2: In melee mode, all damage taken is reduced by 80%. / Upgrade 3: In melee mode, all damage taken is reduced by 85%. / Upgrade 4: In melee mode, all damage taken is reduced by 90%. | Billy gains 100 Attack Speed after each mode switch. | |
| Billy | Skill 2 | In melee mode, throws 2 spinning axes that circle around him, dealing damage to all enemies in range every second equal to 1300% of ATK for 4s. In ranged mode, throws a javelin in a fan-shaped area forward, dealing damage equal to 1300% of ATK to enemies in the area and reducing 60 Energy and 80% Movement Speed of the targets for 4s. | Upgrade 1: Damage from throwing axes and javelins is increased to 1400% of ATK. / Upgrade 2: Damage from throwing axes and javelins is increased to 1500% of ATK. / Upgrade 3: Damage from throwing axes and javelins is increased to 1600% of ATK. / Upgrade 4: Damage from throwing axes and javelins is increased to 1700% of ATK. | Each time he switches mode, this skill's cooldown is refreshed. | |
| Billy | Skill 3 | Every 3 Basic Attack by Billy triggers an effect: deals True Damage equal to 1500% of ATK. In melee mode, additionally stuns the target for 1s. In ranged mode, additionally steals 3% of the target's Max HP (not exceeding 1000% of his own ATK) and restores the same amount of HP, stacking up to 30 times. | Upgrade 1: Bonus True Damage increased to 1600% of ATK. / Upgrade 2: Bonus True Damage increased to 1700% of ATK. / Upgrade 3: Bonus True Damage increased to 1800% of ATK. | In melee mode, triggering Basic Attack effects additionally dispels the target's Shields. | |
| Billy | Skill 4 | When Billy receives lethal damage, he ignores it and continues to ignore lethal damage for the next 8s. Gains 50% Lifesteal. Basic Attacks deal damage in a small area (deals 50% damage to enemies other than the main target and does not trigger Basic Attack effects). This effect can be triggered up to 2 times per battle. | Upgrade 1: Duration of lethal damage immunity is extended to 9s. / Upgrade 2: Duration of lethal damage immunity is extended to 10s. / Upgrade 3: Duration of lethal damage immunity is extended to 11s. | While immune to lethal damage, also immune to control effects. | |
| Billy | Talent | Talent | Ultimate Skill Enhancement: At the start of the battle, Billy gains 400 Energy. | Upgrade 1: Tornado Cleave Enhancement: Throwing axes grants allied heroes in range 50% Dodge. / Upgrade 2: Steppe Warlord Enhancement: In ranged mode, when Basic Attack effects are triggered, reduces the target’s Healing and Shield effects by 30% for 3s. / Upgrade 3: Bloodthirst Enhancement: When receiving lethal damage, restores 600 Energy. | — |
| Whigor | Skill 1 | Passive Effect: At the start of battle, Whigor throws a banana to all allied heroes, increasing his and allied heroes Max HP by 20%. Active Effect: Randomly jumps onto any allied target with a banana and lets out a roar, dealing 3 hits of damage to surrounding enemies equal to 20% of Whigor’s Max HP and knocking them down. This damage cannot Crit, is calculated instantly, and cannot be interrupted. | Upgrade 1: Damage from each hit increased to 22% of Whigor’s Max HP. / Upgrade 2: Damage from each hit increased to 25% of Whigor’s Max HP. / Upgrade 3: Damage from each hit increased to 27% of Whigor’s Max HP. / Upgrade 4: Damage from each hit increased to 30% of Whigor’s Max HP. | After the jump, restores HP to self and an allied hero equal to 30% of Whigor’s Max HP. | |
| Whigor | Skill 2 | Throws his club at the largest cluster of enemies, dealing damage to all enemies along the path equal to 10% of Whigor’s Max HP and knocking them down, while pulling the furthest target along the path toward himself. When the club returns, it deals the same damage and knockdown effect again. This damage cannot Crit, is calculated instantly, and cannot be interrupted. | Upgrade 1: Damage increased to 12% of Whigor’s Max HP. / Upgrade 2: Damage increased to 15% of Whigor’s Max HP. / Upgrade 3: Damage increased to 17% of Whigor’s Max HP. / Upgrade 4: Damage increased to 20% of Whigor’s Max HP. | When Whigor is thrown back, resets the cooldown of this skill by 3s. | |
| Whigor | Skill 3 | Swings his club and knocks down surrounding targets, dealing damage equal to 15% of Whigor’s Max HP. This damage cannot Crit, is calculated instantly, and cannot be interrupted. | Upgrade 1: Damage increased to 17% of Whigor’s Max HP. / Upgrade 2: Damage increased to 20% of Whigor’s Max HP. / Upgrade 3: Damage increased to 22% of Whigor’s Max HP. | For each enemy around Whigor, the damage of this skill increases by 20%, up to a maximum of 60%. | |
| Whigor | Skill 4 | Whigor gains the Guardian state for the entire battle. After death, he resurrects with 100% HP and 600 Energy, activates once per battle. When all allied heroes are dead (i.e., no bananas on the battlefield) or after resurrection, Whigor enters Rage state: Basic Attacks are replaced with Heavy Strikes: each hit deals damage equal to 8% of Max HP to surrounding enemies and knocks them down, and for every 100 Energy the damage of Heavy Strikes is increases by 20%. Each strike consumes 100 Energy. | Upgrade 1: Damage of Heavy Strike increased to 10% of Whigor’s Max HP. / Upgrade 2: Damage of Heavy Strike increased to 12% of Whigor’s Max HP. / Upgrade 3: Damage of Heavy Strike increased to 15% of Whigor’s Max HP. | Upon entering Rage, instantly activates Ultimate Skill without cost. | |
| Whigor | Talent | Talent | Ultimate Skill Enhancement: After the jump, dispels all Control effects from the target. | Upgrade 1: Fierce Throw Enhancement: Upon activation, Whigor gains a Shield equal to 20% of Max HP. / Upgrade 2: Crush Enhancement: Affected targets deal 30% less damage for 6s. / Upgrade 3: Primal Rage Enhancement: Upon entering the Rage state, becomes immune to Control effects for 10s. | — |
| Tido | Skill 1 | Tido creates an Explosive Aura. While creating it, enemies within the aura’s area are stunned and cannot use movement skills. After 2s within the aura’s area, enemies take damage equal to 8000% of Tido’s ATK; enemies in the center of the area take an additional 20% damage and are stunned for 10s. | Upgrade 1: Explosion damage of the aura increased to 8500% of ATK. / Upgrade 2: Explosion damage of the aura increased to 9000% of ATK. / Upgrade 3: Explosion damage of the aura increased to 9500% of ATK. / Upgrade 4: Explosion damage of the aura increased to 10000% of ATK. | During activation, Tido receives 20% less damage. | |
| Tido | Skill 2 | Tido deals damage equal to 5000% of his ATK to enemies in a straight line in front of him. Affected targets have their Attack Speed and Movement Speed reduced by 60%. | Upgrade 1: Damage increased to 5500% of ATK. / Upgrade 2: Damage increased to 6000% of ATK. / Upgrade 3: Damage increased to 6500% of ATK. / Upgrade 4: Damage increased to 7000% of ATK. | For each affected target, Tido restores 50 Energy. | |
| Tido | Skill 3 | When Tido becomes the primary attack target, he creates a decoy illusion at his location (Max 1 on the battlefield), which becomes the target instead of Tido; the illusion inherits 70% of Tido’s HP, and Tido himself teleports to a safe location. When the maximum number of illusions is reached, this skill no longer activates. | Upgrade 1: Illusion inherits 80% HP. / Upgrade 2: Illusion inherits 90% HP. / Upgrade 3: Illusion inherits 100% HP. | Number of illusions +1. | |
| Tido | Skill 4 | After activating the Ultimate Skill or Consuming Flame, Tido’s next Basic Attack is enhanced: deals additional True Damage equal to 1000% of Tido’s ATK. | Upgrade 1: Additional True Damage increased to 1200% of ATK. / Upgrade 2: Additional True Damage increased to 1400% of ATK. / Upgrade 3: Additional True Damage increased to 1600% of ATK. | Enhanced Basic Attack inflicts the Fear effect on the target for 5s. | |
| Tido | Talent | Talent | Ultimate Skill Enhancement: Each second drains 50 Energy/Rage from each enemy within the aura’s area. | Upgrade 1: Consuming Flame Enhancement: Reduces 50 Energy/Rage from affected targets. / Upgrade 2: Illusory Decoy Enhancement: Upon the illusion’s death, Tido restores 50 Energy. / Upgrade 3: Soul Burn Enhancement: After each enhanced Basic Attack, Tido increases his ATK by 50%, stacking up to 200% ATK. | — |
| Lunna | Skill 1 | Lunna teleports behind the target with the highest ATK and performs a cross-slash, dealing True DMG equal to 1700% of Lunna’s ATK, and also reduces the target’s DMG Reduction by 10% and Crit Reduction by 20% for the entire battle, stacking up to max. 5 times. In PVP modes, the damage of this skill instantly executes targets below 30% HP (Regardless of Death Ignore and Invincibility effects). | Upgrade 1: DMG increased to 1800% of ATK. / Upgrade 2: DMG increased to 1900% of ATK. / Upgrade 3: DMG increased to 2000% of ATK. / Upgrade 4: DMG increased to 2100% of ATK. | Lunna converts 80% of the reduced DMG Reduction and Crit Reduction of enemies into her own stats. | |
| Lunna | Skill 2 | Lunna teleports behind the target with the highest ATK and slashes the enemy, dealing damage equal to 1000% of Lunna’s ATK. | Upgrade 1: DMG increased to 1100% of ATK. / Upgrade 2: DMG increased to 1200% of ATK. / Upgrade 3: DMG increased to 1300% of ATK. / Upgrade 4: DMG increased to 1400% of ATK. | If the target’s ATK is lower than Lunna’s, this skill deals 100% more damage. | |
| Lunna | Skill 3 | When Lunna activates a Basic Attack or Skill, she steals 20% ATK from the target. Per instance, the steal cannot exceed 10% of Lunna’s current ATK; max ATK steals per battle is 10 times. | Upgrade 1: Per instance, the steal cannot exceed 12% of Lunna’s current ATK. / Upgrade 2: Per instance, the steal cannot exceed 14% of Lunna’s current ATK. / Upgrade 3: Per instance, the steal cannot exceed 16% of Lunna’s current ATK. | In PVP modes, Lunna at the start of battle steals 20% ATK from all enemy heroes. | |
| Lunna | Skill 4 | When Lunna is under control effects, she has an 80% chance to dispel control effects from herself (including Taunt, Charm, Fear) and restores 300 Energy. | Upgrade 1: Energy restoration increased to 400. / Upgrade 2: Energy restoration increased to 500. / Upgrade 3: Energy restoration increased to 600. | Each time control is dispelled, restores HP equal to 10% Max HP. | |
| Lunna | Talent | Talent | Ultimate Skill Enhancement: This skill has 100% Lifesteal. | Upgrade 1: Nature’s Fury Enhancement: If this damage is restricted by a damage-cap effect, resets the CD of this skill (can activate max. once every 2 sec). / Upgrade 2: Primal Instinct Enhancement: When Lunna activates Basic Attacks or Skills, additionally steals 20 Energy or Rage from enemies. Stolen Rage is converted into Energy. / Upgrade 3: Doom of the Living Enhancement: Lunna gains 1 Ignore Death. Upon receiving lethal damage, she ignores it, becomes Invincible for 6s, and also activates the Ultimate Skill once without consuming Energy. | — |
| Fenrir | Skill 1 | Wild Terror | Fenrir leaps to the selected area and performs a slash. Deals damage to enemies in the area equal to 2500% of ATK and applies Fear to them for 6s. Damage from this skill cannot be Critical. In PVP modes, if the Ultimate Skill kills an enemy, it instantly restores 600 Rage. Damage from this skill instantly kills Summoned Creatures. | Upgrade 1: Damage increased to 2600% of ATK. / Upgrade 2: Damage increased to 2700% of ATK. / Upgrade 3: Damage increased to 2800% of ATK. / Upgrade 4: Damage increased to 2900% of ATK. | When activating the Ultimate Skill, Fenrir steals 100 Energy or Rage from enemies in the area. Stolen Energy is converted into Rage. In the Blood Thirst state, additionally steals 50 Energy or Rage. |
| Fenrir | Skill 2 | Call of Ancestors | When enemy targets are nearby, Fenrir lets out a roar, dealing damage to enemies around within a 3m radius equal to 900% of ATK and applying Fear to them for 6s. At the same time, Fenrir gains 35% Damage Reduction for 3s. In the Blood Thirst state, the roar radius is increased. | Upgrade 1: Fenrir’s Damage Reduction is increased to 40%. / Upgrade 2: Fenrir’s Damage Reduction is increased to 45%. / Upgrade 3: Fenrir’s Damage Reduction is increased to 50%. / Upgrade 4: Fenrir’s Damage Reduction is increased to 55%. | In PVP modes, Fenrir’s Roar reduces the damage dealt by enemies within the radius by 60%. |
| Fenrir | Skill 3 | Bloodlust | For every 1% HP lost, Fenrir deals 0.5% more damage, and the Lifesteal effect is increased by 1%, stacking up to 30 times. | Upgrade 1: For every 1% HP lost, Fenrir deals 1% more damage. / Upgrade 2: For every 1% HP lost, Fenrir deals 1.5% more damage. / Upgrade 3: For every 1% HP lost, Fenrir deals 2% more damage. | When Fenrir’s HP is below 50%, additionally gains 50% Lifesteal. |
| Fenrir | Skill 4 | Wolf Blood | Fenrir gains ATK equal to 3% of Max HP, and Area Damage taken is reduced by 30%. After death, Fenrir revives with 100% HP and 600 Rage, can activate a maximum of 1 time per battle. During the creation of the squad, during a battle, and in the Soul Rubellite Mine, Fenrir is considered as a Terran hero. | Upgrade 1: Fenrir gains ATK equal to 3.3% of Max HP. / Upgrade 2: Fenrir gains ATK equal to 3.6% of Max HP. / Upgrade 3: Fenrir gains ATK equal to 3.9% of Max HP. | At the start of battle, for 5s, Fenrir gains the Domination state, cannot be dispelled. |
| Fenrir | Talent | Talent | Ultimate Skill Enhancement: After each activation of the Ultimate Skill, Fenrir increases damage dealt in battle by 35%, in PVE modes stacks up to 10 times. | Upgrade 1: Call of Ancestors Enhancement: After activating the Ultimate Skill, instantly resets the CD of Call of Ancestors, can be activated once within 4s. / Upgrade 2: Bloodlust Enhancement: Damage and Lifesteal from lost HP scaling has no upper limit. / Upgrade 3: Wolf Blood Enhancement: After reviving, Fenrir enters the Blood Thirst state: Model becomes larger, Max HP increases by 60%, Damage Reduction increases by 50%, in PVP modes deals 100% more damage to targets whose HP is higher than Fenrir’s. | — |
| Kai | Skill 1 | Totem of Essence | Kai chooses an area (circle 2.5m diameter) and activates Totem of Essence. Enemy targets in the totem area cannot attack, move, or activate any skills. Then Totem of Essence sacrifices enemy targets, dealing damage 5 times equal to 1500% of Kai's ATK over 2s. Kai primarily chooses a target with Soul Seal to activate Totem of Essence. | Upgrade 1: Sacrifice damage increased to 1550% of Kai's ATK. / Upgrade 2: Sacrifice damage increased to 1600% of Kai's ATK. / Upgrade 3: Sacrifice damage increased to 1650% of Kai's ATK. / Upgrade 4: Sacrifice damage increased to 1700% of Kai's ATK. | Within the Totem's radius, for each enemy target, sacrifice damage increases by 20%. |
| Kai | Skill 2 | Soul Seal | Kai deals damage to enemies in the area equal to 1200% ATK and applies Soul Seal to them, duration 8s. Soul Seal: A target with the seal receives 15% more damage from Energy Heroes. | Upgrade 1: Damage increased to 1250% of Kai's ATK. / Upgrade 2: Damage increased to 1300% of Kai's ATK. / Upgrade 3: Damage increased to 1350% of Kai's ATK. / Upgrade 4: Damage increased to 1400% of Kai's ATK. | For each target with Soul Seal, Kai restores 50 Energy every second. |
| Kai | Skill 3 | Guardians' Ward | Kai receives Guardians' Ward at the start of the battle, duration - the whole battle. Guardians' Ward: When an enemy target approaches the melee area, knocks them back to the edge of the effect radius and stuns for 6s, then Kai cannot be targeted, duration 3s. Guardians' Ward activates only once every 7s. | Upgrade 1: Activation time reduced to once every 6s. / Upgrade 2: Activation time reduced to once every 5s. / Upgrade 3: Activation time reduced to once every 4s. | Upon activation, Kai increases ATK by 20%. |
| Kai | Skill 4 | Blood Symbiosis | Kai's received damage at a time cannot exceed 20% of Kai's Max HP. When HP drops below 50%, Kai enters Blood Symbiosis state: instantly restores 600 Energy, immune to any damage and control effects, increases all Damage bonuses by 100%, duration 12s. This effect activates once per battle. | Upgrade 1: Damage bonuses increased to 130%. / Upgrade 2: Damage bonuses increased to 160%. / Upgrade 3: Damage bonuses increased to 190%. | Additional effect Blood Symbiosis: receives 70% Lifesteal. |
| Kai | Talent | Talent | Ultimate Skill Enhancement: If there is no target with Soul Seal on the battlefield, Soul Seal applies Soul Seal to all enemies in the area before dealing damage. | Upgrade 1: Soul Seal Enhancement: Targets with Soul Seal receive an additional 150% damage when receiving damage from Kai. / Upgrade 2: Guardians' Ward Enhancement: Additionally chooses a target for Guardians' Ward, primarily chooses a target from the same row. / Upgrade 3: Blood Symbiosis Enhancement: Upon completion of the effect, Kai cannot be targeted, duration 12s. | — |
| Karun | Skill 1 | War Lord | Karun thirsts for blood on the battlefield, entering the War Lord status for 6s. During this status, all allied units except Karun cannot be targeted and ignore all damage. Karun gains 90% Damage Reduction and is immune to Control effects; every second, deals damage to surrounding enemies equal to 20% of Karun's Max HP. This damage cannot be Critical, cannot be interrupted, and is calculated instantly. | Upgrade 1: Damage increased to 25% of Max HP. / Upgrade 2: Damage increased to 30% of Max HP. / Upgrade 3: Damage increased to 35% of Max HP. / Upgrade 4: Damage increased to 40% of Max HP. | When dealing damage, Knocks Down enemies for 2s. |
| Karun | Skill 2 | Centaur's Ward | Karun protects himself and surrounding allies, increasing everyone's Max HP by 5% within the radius for the entire battle, stacks up to 4 times. | Upgrade 1: Max HP increase raised to 6%. / Upgrade 2: Max HP increase raised to 7%. / Upgrade 3: Max HP increase raised to 8%. / Upgrade 4: Max HP increase raised to 9%. | When Max HP is increased, restores the same amount of HP. |
| Karun | Skill 3 | Thorn Steel | Karun has a spiked coating; in battle, gains an Aura of 80% Damage Reflect (Max reflect damage cannot exceed 100% of Karun's Max HP). Every 5 times damage is received, restores HP equal to 9% of Max HP. | Upgrade 1: HP restoration increased to 10% of Max HP. / Upgrade 2: HP restoration increased to 11% of Max HP. / Upgrade 3: HP restoration increased to 12% of Max HP. | For every 5 times damage is received, gains a Shield equal to 25% of Max HP for 8s. |
| Karun | Skill 4 | Titanic Stomp | Karun gains the Guardian status until the end of the battle. At the start of the battle, for every 1 allied Tank hero, Karun increases Max HP by 11% until the end of the battle, stacks up to 6 times. When Karun's HP falls below 50%, instantly restores HP equal to 40% of Max HP; this effect activates 2 times per battle. | Upgrade 1: For each allied Tank hero, Karun increases Max HP by 12%. / Upgrade 2: For each allied Tank hero, Karun increases Max HP by 13%. / Upgrade 3: For each allied Tank hero, Karun increases Max HP by 14%. | Each time HP is restored, dispels Control effects from self. |
| Karun | Talent | Talent | Ultimate Enhancement: During War Lord, all allied Tank heroes increase their dealt damage by 80%. | Upgrade 1: Centaur's Ward Enhancement: Stacks up to 8 times. / Upgrade 2: Thorn Steel Enhancement: When restoring HP due to receiving damage, Karun chooses 1 allied unit(s) with the lowest HP and restores the same amount of HP to them. / Upgrade 3: Titanic Stomp Enhancement: For every 1% of HP lost, Karun increases Healing effects by 2%, max gain 100%. When applying any positive effect to allies, Karun instantly dispels Control effects from them. | — |
| Amesh | Skill 1 | Charges at the target enemy and smashes the ground, dealing 280% ATK as AoE DMG. If the target enemy is dazed when it takes DMG, the DMG increases by 10% for 5s. | Upgrade 1: Overall DMG increased to 310%. | — | |
| Amesh | Skill 2 | Hurls an axe at the enemy, dealing 110% DMG 2 times. | Upgrade 1: DMG increased to 120% of ATK. / Upgrade 2: DMG increased to 130% of ATK. When the axe flies back into his hand, increases the ATK SPD of Undying Rage by 20% for 6 secs. | — | |
| Amesh | Skill 3 | Steelhorn Minotaur gains 2% ATK and DEF for each enemy within close range. | Upgrade 1: Steelhorn Minotaur gains 3% ATK and DEF for each enemy within close range. | — | |
| Lieg | Skill 1 | Venomous Beast attacks an enemy in front of it, dealing three critical strikes that deal 390% ATK DMG. The last hit stuns the target for 3 secs. | Upgrade 1: Overall DMG increased to 450% of ATK. | — | |
| Lieg | Skill 2 | Chemical Venom uses its tentacles to pick up the enemy in front of it. The enemy takes 200% ATK DMG and is knocked back. | Upgrade 1: DMG increased to 220% of ATK. / Upgrade 2: DMG increased to 240% of ATK. | — | |
| Lieg | Skill 3 | During the battle, when an ally in the same row gains ATK, Chemical Venom gains 15% DEF. When an ally in a different row gains SPD, Chemical Venom gains 10% DEF for 8s. | Upgrade 1: During the battle, when an ally in the same row gains ATK, Chemical Venom gains 17% DEF. When an ally in a different row gains SPD, Chemical Venom gains 12% DEF for 8s. | — | |
| Sabriel | Skill 1 | Spits venom at the target, inflicting 360% ATK as DMG and reducing the target's AS by 100 for 8s. | Upgrade 1: During the duration of Venom, reduce the target's ATK by 12%. | — | |
| Sabriel | Skill 2 | Sprays corrosive acid on the nearest enemy, dealing 180% ATK DMG and a small amount of DOT for 8 secs. | Upgrade 1: DMG increased to 200% of ATK. / Upgrade 2: DMG increased to 220% of ATK, and decreases the enemy's DEF by 12% during the duration of the acid. | — | |
| Sabriel | Skill 3 | Web Overseer spits out silk and wraps up the enemy, making it impossible for the enemy to attack and cast skills for 4 secs. | Upgrade 1: Web Overseer silk only entangles enemies with the highest HP, and deals 10% ATK DMG over time. | — | |
| Nordthion | Skill 1 | Leaps into the air and charges for a short distance, hurling all enemies withing 5m towards the landing site, dealing 1000% ATK as DMG. This skill can be cast even when the user is affected by Imprisonment. | Upgrade 1: Damage inflicted is increased to 1100% of ATK. / Upgrade 2: Damage inflicted is increased to 1200% of ATK. / Upgrade 3: Damage inflicted is increased to 1300% of ATK. / Upgrade 4: Damage inflicted is increased to 1400% of ATK. | Skill DMG to summons and the range of Fight and Flight are both increased. | |
| Nordthion | Skill 2 | Active Effect: Summons a Thunder Barrier that reduces received DMG by 56% for 3s. Passive Effect: After entering the battlefield, Nordthion permanently gains max HP equal to 1800% of ATK. | Upgrade 1: Increases DMG reduction to 64%. / Upgrade 2: Increases DMG reduction to 72%. / Upgrade 3: Increases DMG reduction to 80%. / Upgrade 4: Increases DMG reduction to 88%. | While Thunder Barrier is active, every 0.5s inflicts DMG equal to 80% of Nordthion's ATK to surrounding enemies and gains immunity to CC. | |
| Nordthion | Skill 3 | The user swings their energy sword, inflicting 240% of ATK as DMG to enemies within a radius in front of them. | Upgrade 1: Increases damage inflicted to 270% of ATK. / Upgrade 2: Increases damage inflicted to 300% of ATK. / Upgrade 3: Increases damage inflicted to 330% of ATK. | DMG inflicted by this skill is converted to True DMG. | |
| Nordthion | Skill 4 | When the battle starts, allied Energy and Hunter heroes gain Thunder: Every time a skill hits an enemy, there is a base chance of 30% (affected by Nordthion's ACC) to strike them with a lightning bolt, inflicting 58% of Nordthion's ATK as DMG. | Upgrade 1: Increases damage inflicted to 65% of ATK. / Upgrade 2: Increases damage inflicted to 72% of ATK. / Upgrade 3: Increases damage inflicted to 80% of ATK. | The chance of Energy Heroes triggering Thunder has been doubled. | |
| Nordthion | Talent | Talent | Ultimate Skill Enhancement: Gain a Lightning Barrier when casting. | Upgrade 1: "Astral Power" Enhanced: When this skill is cast, recover HP equal to 800% of ATK. / Upgrade 2: Storm Titan Enhancement: Increase the duration of the Thunder Barrier by 1.5s. / Upgrade 3: "Ingenious Spark" Enhanced: Increases the base chance of triggering Thunder by 10% and the DMG of Thunder by 10%. | — |
| Motoko Kusanagi | Skill 1 | Motoko Kusanagi teleports behind the target and performs Bullet Axel 3 time(s): Deals damage equal to 450% of Motoko Kusanagi's ATK to up to 3 targets. Targets with the lowest amount of HP get prioritized. During Bullet Axel, Motoko Kusanagi is immune to crowd control effects. | Upgrade 1: Damage increased to 500% of Motoko Kusanagi's ATK. / Upgrade 2: Damage increased to 550% of Motoko Kusanagi's ATK. | If it hits 1 targets, the current damage of the shot is increased by 180%. | |
| Motoko Kusanagi | Skill 2 | Motoko Kusanagi charges towards the farthest enemy within 8 meters, dealing damage equal to 400% of her ATK to targets along the way. | Upgrade 1: Damage increased to 450% of Motoko Kusanagi's ATK. / Upgrade 2: Damage increased to 500% of Motoko Kusanagi's ATK. / Upgrade 3: Damage increased to 550% of Motoko Kusanagi's ATK. | If the target's HP is below 50%, the target will be stunned for 2 seconds. | |
| Motoko Kusanagi | Skill 3 | Motoko Kusanagi launches a nearby target with the least HP into the air and fires at the target 4 times with each shot dealing damage equal to 160% of her ATK. | Upgrade 1: Damage increased to 180% of Motoko Kusanagi's ATK. / Upgrade 2: Damage increased to 200% of Motoko Kusanagi's ATK. | This skill has 15% Lifesteal. | |
| Motoko Kusanagi | Skill 4 | Motoko Kusanagi's cyborg allows her to quickly find enemy weak spots, has 100% Crit Chance by default, but Crit Damage is reduced by 25%. Excess Crit Chance is converted into Crit Damage. Each time an enemy activates an Ultimate Skill, Motoko Kusanagi gains a Shield equal to 1000% of her ATK. Motoko Kusanagi's Energy recovery is increased by 40% in the Soul Incursion collab event. | Upgrade 1: Shield value increased to 1100% of Motoko Kusanagi's ATK. / Upgrade 2: Shield value increased to 1200% of Motoko Kusanagi's ATK. | While having a Shield, Motoko Kusanagi's Crit Damage increases by 50%. | |
| Motoko Kusanagi | Talent | Talent | Combat Cyborg Enhancement: In PvP modes, for each Public Security Section 9 Hero(es) in the lineup, the damage and maximum HP of all allied Public Security Section 9 Hero(es) will be increased by 5%. | Upgrade 1: Gun Fu Pirouette Enhancement: When casting the skill, Motoko Kusanagi steals up to 200 Energy from the target. If the target has less than 200 Energy, then the current damage from the skill will be increased by 50%. / Upgrade 2: Gun Fu Speed Enhancement: When the skill is activated, instantly refreshes the CD of Gun Fu Pirouette. / Upgrade 3: Ultimate Skill Enhancement: Targets whose HP is above 50% receive 50% increased damage. | — |
| Purin Esaki | Skill 1 | Neural Virus | Active: Purin Esaki changes the perception of pain of all creatures, increases damage taken by enemies, and reduces damage taken by allies by 8%-20% (affected by Purin Esaki's Accuracy, maximum at 200 Accuracy) for 10 sec. Passive: Purin Esaki cannot use Basic Attacks. When Purin Esaki is on the battlefield, all allied Heroes deal 10% more damage. This skill's damage boost effect is calculated last after all similar effects. | Upgrade 1: Damage range is increased to 9%-23%. / Upgrade 2: Damage range is increased to 10%-25%. | The damage boost passive is increased to 20% in the Soul Incursion collab event. |
| Purin Esaki | Skill 3 | Energy Potion | Purin Esaki restores 90 Energy to the ally with the highest ATK. | Upgrade 1: Energy recovery is increased to 110. / Upgrade 2: Energy recovery is increased to 130. / Upgrade 3: Energy recovery is increased to 150. | When activating the skill and the target has Energy below 400, additionally restores 50 Energy. |
| Purin Esaki | Skill 4 | Cyborg Reconstruction | While Purin Esaki is on the battlefield, all allied units recover 0.7% of Purin Esaki's Max HP every second. When an allied Hero dies, this skill's recovery is increased to 8% of Purin Esaki's Max HP for 5 sec. | Upgrade 1: HP recovery per second is increased to 1% of Purin Esaki's Max HP. / Upgrade 2: HP recovery per second is increased to 1.5% of Purin Esaki's Max HP. | If a Public Security Section 9 Hero dies, all allied units will be immediately healed by 40% of Purin Esaki's Max HP. |
| Batou | Skill 1 | Batou charges into the selected area. Upon reaching his target, he fires a rocket towards the area with the most enemies. The rocket deals damage to enemies in a 3-meter range equal to 800% of Batou's ATK, and also has a 40% chance (affected by Batou's Accuracy) to stun enemies for 3s. If the target is stunned, it will take additional damage equal to 400% of Batou's ATK. This skill cannot critically hit. | Upgrade 1: Deals damage equal to 900% of Batou's ATK to all enemies in the area. / Upgrade 2: Deals damage equal to 1000% of Batou's ATK to all enemies in the area. | Inflicts unconditional bonus damage to enemies in the Soul Incursion collab event. | |
| Batou | Skill 2 | Batou uses Optical Camouflage and enters a state of invisibility: In this state, he can't be targeted by enemy attacks or skills, can phase through other units, and reduces damage taken by 75% for 2s.Also restores 150 Rage within 2s. | Upgrade 1: Invisibility duration is increased to 2.5s, and now also restores 200 Rage. / Upgrade 2: Invisibility duration is increased to 3s, and now also restores 250 Rage. / Upgrade 3: Invisibility duration is increased to 3.5s, and now also restores 300 Rage. | Upon casting, has a 40% chance (affected by Batou's Accuracy) to immediately recover HP for 20% of own Max HP. | |
| Batou | Skill 3 | Batou rolls away from the nearest enemy, loads his pistol, and increases ATK equal to 1% of own Max HP for 8s. | Upgrade 1: ATK bonus is increased to 1.5% of Batou's Max HP. / Upgrade 2: ATK bonus is increased to 2% of Batou's Max HP. | After Tactical Roll, the next 1 Basic Attack(s), deal extra damage equal to 400% of Batou's ATK and stun the target for 2s. | |
| Batou | Skill 4 | At the beginning of the battle, Batou increases his ATK to 1% of his Max HP.Every time Batou is attacked by an enemy, he restores 1% Max HP. Upon receiving fatal damage, he avoids death, restores 40% of Max HP and refreshes the cooldown of Optical Camouflage. This effect can be activated up to 1 times per battle. | Upgrade 1: ATK bonus is increased to 1.5% of Batou's Max HP. / Upgrade 2: ATK bonus is increased to 2% of Batou's Max HP. | If there are other Public Security Section 9 Heroes on the allied side of the battlefield, Batou takes 20% less damage. | |
| Batou | Talent | Talent | Ultimate Skill Enhancement: After casting this Skill, the cooldown of Tactical Roll get instantly refreshed. | Upgrade 1: Optical Camouflage Enhancement: After the invisibility ends, gains a Shield equal to 25% of own Max HP for 5s. / Upgrade 2: Tactical Roll Enhancement: Upon casting the skill, Batou's Basic Attacks have a 40% chance (affected by Batou's Accuracy) to stun the target for 1s. This effect lasts for 8s. / Upgrade 3: Special Issue Cyborg Enhancement: Batou's death evasion ability can be additionally activated 1 times. | — |
| Tachikoma | Skill 1 | Tachikoma fires a claw that entangles 1 enemy(s), stops their movement, paralyzes, and stuns for 5s. During the duration, Tachikoma fires at the target 10 times, each time dealing damage equal to 16% of own Max HP. This skill prioritizes Heroes as targets. Bosses are not immune to Tachikoma's paralysis in the Soul Incursion collab event. | Upgrade 1: Each barrage deals damage equal to 18% of Tachikoma's Max HP. / Upgrade 2: Each barrage deals damage equal to 20% of Tachikoma's Max HP. | This skill deals 100% more damage to paralyzed enemies in the Ghost in the Shell collab event. | |
| Tachikoma | Skill 2 | Tachikoma creates a Shield equal to21% of own Max HP for all surrounding allies for 8s. | Upgrade 1: Shield amount increased to 24% of Tachikoma's Max HP. / Upgrade 2: Shield amount increased to 27% of Tachikoma's Max HP. / Upgrade 3: Shield amount increased to 30% of Tachikoma's Max HP. | Simultaneously allows other allied heroes to gain 50% damage reduction from Tachikoma for 8s. | |
| Tachikoma | Skill 3 | Tachikoma charges its cannons and fires in a fan-shaped area, dealing damage equal to 32% of own Max HP to enemies. It also has a 60% base chance (Based on Tachikoma's Accuracy) to knock them down. | Upgrade 1: Damage increased to 36% of Tachikoma's Max HP. / Upgrade 2: Damage increased to 40% of Tachikoma's Max HP. | If it hits fewer than 3 targets, this skill's CD is reduced by 50%. | |
| Tachikoma | Skill 4 | At the beginning of the battle, Tachikoma gains the Guardian state for 60s. After being out of combat for 30s, Tachikoma gains an enhanced effect: immunity to control effects. | Upgrade 1: Tachikoma gains an enhanced effect after 25s of battle. / Upgrade 2: Tachikoma gains an enhanced effect after 20s of battle. | If there are other Public Security Section 9 Heroes on the allied side of the battlefield, Tachikoma's Guardian state will continue to be active until all the Public Security Section 9 Heroes are dead. | |
| Tachikoma | Talent | Talent | Ultimate Skill Enhancement: While a target is paralyzed, Tachikoma restores HP equal to 15% of Max HP every second. | Upgrade 1: Energy Barrier Enhancement: Allied heroes will also have a 40% base chance (Based on Tachikoma's Accuracy) to receive the Guardian state for 8s. / Upgrade 2: Cannon Artillery Enhancement: Enemy heroes under fire will have their damage reduction additionally reduced by 15% for 8s. / Upgrade 3: Guardian Chip Enhancement: When Tachikoma dies, all allied heroes gain the Guardian state for 15s. | — |
| EVA-01 & Shinji | Skill 1 | EVA-01 & Shinji uses drones to bombard the area 5 time(s), causing damage equal to 480% of ATK each time. | Upgrade 1: The damage from each bombardment has been increased to 540% of EVA-01 & Shinji's ATK. / Upgrade 2: The damage from each bombardment has been increased to 600% of EVA-01 & Shinji's ATK. | After activation, resets the CD of Light Barrage. | |
| EVA-01 & Shinji | Skill 3 | EVA-01 & Shinji uses his drones to fire a light barrage, dealing direct damage equal to 630% of ATK to all targets. During the Angels from Another World event, the damage of this skill is increased by 100%. | Upgrade 1: Damage increased to 720% of EVA-01 & Shinji's ATK. / Upgrade 2: Damage increased to 810% of EVA-01 & Shinji's ATK. / Upgrade 3: Damage increased to 900% of EVA-01 & Shinji's ATK. | Decreases target's Damage Reduction by 15% for 5s. | |
| EVA-01 & Shinji | Skill 4 | 5s after the start of the battle, EVA-01 & Shinji restores 100 Energy or Rage to all allied Heroes. EVANGELION Heroes additionally restore 100 Energy or Rage. In PvP, for each EVANGELION Hero in the team, increases damage and Max HP by 5% for all EVANGELION Heroes. | Upgrade 1: Energy or Rage recovery and additional recovery are increased to 125. / Upgrade 2: Energy or Rage recovery and additional recovery are increased to 150. | EVA-01 & Shinji, when activating Common or Ultimate Skills, restores HP equal to 300% of ATK. | |
| EVA-02 & Asuka | Skill 1 | EVA-02 & Asuka teleports behind the target with the lowest HP and quickly performs two lunges. The first lunge is a horizontal slash, that deals damage equal to 700% of ATK to targets in a fan-shaped area. The second lunge is a vertical slash, that deals damage equal to 700% of ATK to targets in a straight line. During the Angels from Another World Event, the damage from this skill is increased by 100%. | Upgrade 1: Damage of each slash increased to 750% of EVA-02 & Asuka's ATK. / Upgrade 2: Damage of each slash increased to 800% of EVA-02 & Asuka's ATK. | If it hits 1 targets, the current damage is increased by 160%. | |
| EVA-02 & Asuka | Skill 3 | EVA-02 & Asuka teleports behind the target with the lowest HP and slashes it, dealing damage equal to 700% of ATK. | Upgrade 1: Damage increased to 800% of EVA-02 & Asuka's ATK. / Upgrade 2: Damage increased to 900% of EVA-02 & Asuka's ATK. / Upgrade 3: Damage increased to 1000% of EVA-02 & Asuka's ATK. | If this skill deals critical damage, it steals 100 Energy from the target. | |
| EVA-02 & Asuka | Skill 4 | EVA-02 & Asuka, when receiving fatal damage, ignores this damage, instantly restores 40% Max HP, 300 Energy, and receives Nano Shield: Damage taken is reduced by 60% for 8s.This Damage Reduction effect is effective against True Damage. This effect can be activated up to 1 times per battle. | Upgrade 1: HP and Energy recovery increased to 60% and 450 respectively. / Upgrade 2: HP and Energy recovery increased to 80% and 600 respectively. | Nano Shield now reduces damage taken by 80% for 8s. | |
| EVA-08β & Mari | Skill 1 | EVA-08β & Mari fires a laser in a straight line, dealing continuous damage 3 times to all targets equal to 240% of ATK. At 200, 400, and 600 AS, the number of attacks is increased by 1, up to 3 attacks. Upon skill activation, EVA-08β & Mari is immune to Control effects. During the Angels from Another World Event, the damage from this skill is increased by 50%. | Upgrade 1: Damage of each attack increased to 270% of EVA-08β & Mari's ATK. / Upgrade 2: Damage of each attack increased to 300% of EVA-08β & Mari's ATK. | This skill can activate Basic Attack effects each time damage is dealt. | |
| EVA-08β & Mari | Skill 3 | EVA-08β & Mari uses a pistol and fires 4 shots at the target, each shot dealing damage equal to 140% of ATK. This skill can trigger Basic Attack effects. | Upgrade 1: Damage increased to 160% of EVA-08β & Mari's ATK. / Upgrade 2: Damage increased to 180% of EVA-08β & Mari's ATK. / Upgrade 3: Damage increased to 200% of EVA-08β & Mari's ATK. | This skill's Critical Damage has been increased by 30%. | |
| EVA-08β & Mari | Skill 4 | Each 4 Basic Attacks of EVA-08β & Mari activates the effect: Deals damage equal to 240% of ATK and stuns the target for 2s. When receiving lethal damage, ignores the damage, restores HP equal to 1500% of ATK and instantly rolls 4 meters away from the closest target. This effect can be activated up to 1 times per battle. | Upgrade 1: Skill effect damage increased to 270% of EVA-08β & Mari's ATK. / Upgrade 2: Skill effect damage increased to 300% of EVA-08β & Mari's ATK. | When there are EVANGELION Heroes on your side of the battlefield, reduces damage taken by 40%. | |
| EVA-00 & Rei | Skill 1 | EVA-00 & Rei slams her shield into the ground 2 time(s) with each time dealing damage equal to 21% of her Max HP to surrounding enemies. This attack has a 70% chance (depending on EVA-00 & Rei's ACC) to knock them down and receiving a shield equal to 20% of her Max HP for herself. | Upgrade 1: Damage increased to 23% of EVA-00 & Rei's Max HP. / Upgrade 2: Damage increased to 25% of EVA-00 & Rei's Max HP. | If the enemy target has a shield, reduces the shield's value by 50% (Cannot exceed 100% of EVA-00 & Rei's Max HP). | |
| EVA-00 & Rei | Skill 3 | EVA-00 & Rei restores HP equal to 12% of her Max HP for 3 ally/allies with the lowest HP . | Upgrade 1: HP recovery increased to 13% of EVA-00 & Rei's Max HP. / Upgrade 2: HP recovery increased to 14% of EVA-00 & Rei's Max HP. / Upgrade 3: HP recovery increased to 15% of EVA-00 & Rei's Max HP. | EVANGELION heroes receive 50% more healing. | |
| EVA-00 & Rei | Skill 4 | At the start of the battle, EVA-00 & Rei increases her Max HP by 30% and activates the Guardian state: reduces damage taken by 50% for 60s. When receiving lethal damage, EVA-00 & Rei ignores this damage, instantly resets the CD of Combat Support and becomes invincible for 3s. | Upgrade 1: At the start of the battle, increases Max HP by 35%. / Upgrade 2: At the start of the battle, increases Max HP by 40%. | If there are other EVANGELION Heroes on the allied side of the battlefield, then EVA-00' & Rei's Guardian state will continue until all EVANGELION Heroes have perished. | |
| EVA-06 & Kaworu | Skill 1 | EVA-06 & Kaworu throws a spear in the selected area, dealing damage to directly hit enemies equal to 500% of ATK. Next, EVA-06 & Kaworu Charges towards the spear, dealing damage to targets along the path equal to 480% of ATK. This skill can't Crit. During the Angels from Another World Event, this skill deals 100% more damage. | Upgrade 1: Spear throw damage increased to 550% of ATK, Charge damage increased to 540% of ATK. / Upgrade 2: Spear throw damage increased to 600% of ATK, Charge damage increased to 600% of ATK. | When throwing a spear there is a 40% chance (depending on EVA-06 & Kaworu's ACC) to push all targets within range towards the center of the spear impact point. | |
| EVA-06 & Kaworu | Skill 3 | EVA-06 & Kaworu hits the ground, creating a shock wave, dealing damage to targets in a straight line equal to 280%-560% of ATK (depending on ACC, maximum at 200 ACC). | Upgrade 1: Damage dealt increased to 320%-640% of EVA-06 & Kaworu's ATK. / Upgrade 2: Damage dealt increased to 360%-720% of EVA-06 & Kaworu's ATK. / Upgrade 3: Damage dealt increased to 400%-800% of EVA-06 & Kaworu's ATK. | Has a 40% chance (depending on EVA-06 & Kaworu's ACC) to push the hit target towards EVA-06 & Kaworu. | |
| EVA-06 & Kaworu | Skill 4 | When EVA-06 & Kaworu enters the battle, they gain an ATK bonus equal to 2% of Max HP. Deals damage to themselves equal to 4% of Max HP every 2s and restores 30 Rage. This damage can be affected by EVA-06 & Kaworu's Damage Reduction. | Upgrade 1: Every 2s deals damage to themselves equal to 3% of Max HP and restores 40 Rage. / Upgrade 2: Every 2s deals damage to themselves equal to 2% of Max HP and restores 50 Rage. | EVA-06 & Kaworu reduces True Damage taken by 20%. | |
| Moriami | Skill 1 | Moriami surrounds herself with a chaotic monsoon, increasing her AS to max then performing 5 swift basic attacks on a target enemy. | Upgrade 1: Increase the number of swift basic attacks to 6. / Upgrade 2: Increase the number of swift basic attacks to 7. / Upgrade 3: Increase the number of swift basic attacks to 8. / Upgrade 4: Increase the number of swift basic attacks to 9. | When the Ultimate is cast, all Chaos Seeds on the battlefield will bloom into Chaos Flowers. | |
| Moriami | Skill 2 | Moriami unleashes a burst of chaotic energy targeting the nearest enemy, bouncing to three different enemies closest to her, inflicting 90% ATK as DMG and linking them. Whenever one of the enemies is damaged by a basic attack, 5% of DMG received is converted into True DMG and transferred to the other two enemies. Lasts for 6s. Up to 3 enemies can be linked at a time. | Upgrade 1: Damage inflicted is increased to 100% of ATK. / Upgrade 2: Damage inflicted is increased to 110% of ATK. / Upgrade 3: Damage inflicted is increased to 120% of ATK. / Upgrade 4: Damage inflicted is increased to 130% of ATK. | The DMG transfer of Lethal Connection is increased to 8%. | |
| Moriami | Skill 3 | Moriami will plant the "seed of chaos" on the enemies affected by the deadly links. The "seed of chaos" will absorb the general attack energy of Moreami and his teammates. After the enemies parasitized by the "seed of chaos" receive 6 general attacks, the "seed of chaos" will blossom into a "flower of chaos"If Moriyami releases the fatal link again during this period, the current state of the "seed of chaos" will be transferred to the new enemy. When there are 3 "Flowers of Chaos" in the battlefield, Moriami will detonate all "Flowers of Chaos", causing 270% damage to its hostThe friendly multi shot general attack will give priority to attacking targets parasitic by the "seed of chaos". | Upgrade 1: DMG to hosts is increased to 300% of ATK. / Upgrade 2: DMG to hosts is increased to 330% of ATK. / Upgrade 3: DMG to hosts is increased to 360% of ATK. | Moriami's basic attacks turn into multi-shots, inflicting 72% ATK as DMG to the 3 closest enemies. | |
| Moriami | Skill 4 | Moriami conjures a Wind Barrier around her, reducing all received DMG by 16% for 7s. | Upgrade 1: DMG reduction is increased to 18%. / Upgrade 2: DMG reduction is increased to 20%. / Upgrade 3: DMG reduction is increased to 22%. | Moriami also targets an ally in the same row as Wind Barrier. If there is no valid target in the same row, she will target the ally with the highest ATK. | |
| Moriami | Talent | Chaotic Affinity | Chaos Seed Enhanced: When a Chaos Flower is detonated, another Chaos Seed will be planted on its host. | Upgrade 1: Lethal Connection Enhanced: When a Chaos Flower is detonated, the duration of all instances of Lethal Connection is increased by 4s. / Upgrade 2: Wind Barrier Enhanced: The duration of Wind Barrier is increased by 4s. / Upgrade 3: Each time a Chaos Flower blooms, Moriami gains 2% ATK and CRIT DMG, stacking up to 9 times. When Moriami reaches max stacks, she gains Chaos Mirage. When affected by Chaos Mirage, Moriami's skills inflict 10% more DMG, and all enemies receive 5% more DMG. | — |


















































