Ragnarok The Lost Memories: Stats Guide (Card List and Hero List)

Stat explanation, list of cards & heroes

 

1: Hero Roles & Stats

It’s better if you decide early whether you want a physical team or magical team (and I think magical teams are stronger). Damage-boosting cards and some hero buffs are shared between affecting only physical heroes or affecting only magical heroes, so using mostly one type raises your synergy and damage, and fully upgrading cards for physical or magical damage takes around 4600 powder for one or the other.

Heroes can do physical or magical damage and be either melee or ranged, but heroes are split in 3 categories:

  • Tanks have a taunt skill that pulls all monsters to them whenever used, and have naturally high defensive stats and skills that help reduce the damage they take or heal themselves. Their damage is lower.
  • Healers will regularly heal themselves and other heroes in addition to your healing cards for consistency in battles. Healers tend to have the lowest damage.
  • DPSs have extreme damage compared to tanks and healers. DPS heroes are further divided in pure DPSs who do very high damage, and support DPSs who do around 2/3 of the damage of pure DPSs but bring party buffs or statuses to enemies.

Parties usually are made up of 1 tank, 1 healer, and 2 DPSs. The entire game can be beaten this way.

  • Ophelia can be both the tank and healer for 3 DPSs (especially if the other 3 are ranged heroes), but she doesn’t taunt like a tank so this would need to be offset with taunt/knockback cards sometimes.
  • A physical team with only melee heroes might be doable without a healer if using multiple area healing cards.

 

Stats

These effects were seen by observing the game, these aren’t numbers pulled from an official source.

  • STR multiplies your ATK. The effect is halved for ranged heroes.
  • DEX also multiplies ATK but is halved for melee heroes instead of ranged heroes. DEX also gives a halved multiplication for MATK.
    Doesn’t raise Hit in this game.
  • INT multiplies MATK, and multiplies MDEF.
  • AGI raises ASPD by less than 1.0 per point (helping both physical and magical heroes), and gives a minor +1 DEF per point.
    Doesn’t raise Flee in this game.
  • LUK raises Crit by less than 1.0 per point (helping only physical heroes), and gives a minor +1 ATK and MATK per point.
  • VIT multiplies HP, DEF, and gives halved multiplication for MDEF.

Heroes have different base stats for ATK/MATK and HP/DEF/MDEF, separately to their amount of main stats like STR and VIT. A tank like Perr naturally has less ATK, than a DPS like Cordelia who has less HP and DEF than Perr, even if accounting for their STR/DEX/VIT and equipment.

  • ATK
    Raised primarily by STR and secondarily by DEX (or reversed if ranged), and level. Minor effect from LUK.
    Base amount depends on hero.
  • MATK
    Raised primarily by INT, secondarily by DEX, and level. Minor effect from LUK.
    Base amount depends on hero.
  • ASPD
    Attack speed. Equally affects physical and magical heroes.
    Starts at base 135 ASPD and is raised in small amounts by AGI (mostly obtained from level and soul stone upgrades).
    Different types of weapons like swords/axes have different ASPD modifiers, and equipping a shield lowers ASPD by 5.

    Incomplete list:
    ASPD +10: Dagger
    ASPD +5: One-Handed Sword
    ASPD -2: Mace, Book
    ASPD -5: Bow
    ASPD -8: Staff
    ASPD -12: Axe

    Remaining: Knuckle, Katar, Two-Handed Sword, Whip, Guitar

     

  • Hit
    Accuracy chance. Only needed by physical heroes as magical damage never misses.
    Hit is 100 and +1 per level. DEX doesn’t raise Hit in this game.
    Supposedly, the usual chance to miss is 10% against equal level, then +1 or -1 per level difference, plus equipment Hit/Flee, so to have perfect accuracy against a same-level enemy who doesn’t have Flee bonuses you need around +7% in Hit from equipment.
  • Crit
    Crit chance. Starts at 1 and is raised in small amounts by LUK (mostly obtained from level and soul stone upgrades, and equipment directly raising Crit).
    Crits don’t have guaranteed accuracy in this game.
    All physical damage from attacks and skills can crit, but magical damage never crits so magical heroes have no need for Crit.


     

  • HP
    Raised by VIT and level.
    Base amount depends on hero.
  • DEF
    Raised by VIT and level. Minor effect from AGI.
    Base amount depends on hero.
  • MDEF
    Raised primarily by INT and secondarily by VIT, and level.
    Base amount depends on hero.
  • Flee
    Dodge chance for physical damage.
    Flee is 10 and +1 per level. AGI doesn’t raise Flee in this game.

1: Game Tips

The aim of the game is to do the daily quests from the cat at the pub whenever possible, except for his gem trade quest (gem trading is for the zeny, not the exp).
After defeating Maya in the story you will be able to do the Closed Dungeons everyday too, which give the herb for the highest exp potion and exclusive materials to craft higher equipment which also need various field boss drops, which also can be hunted daily.

Aside from finite gems from the chests, you will mostly get gems from the daily quests and arena bonus and daily free gems on shop, getting around 150-250 gems per day average.
Gems are primarily spent for either card pulls or soul stone pulls, and you can always keep some in case you need to revive once (bosses don’t recover their HP but you do) or do a particular daily one more time the same day (generally not recommended, but can speed up class tokens or something else).

Equipment at very low levels are green equipment which can easily be refined to +10 with ores you can buy from the NPC. At around Prontera you will start dropping blues, which need monster-dropped ores, then after Prontera you will drop purples which are the best you can drop (and not all purples are dropped on fields, some are only dropped in Closed Dungeons). After this you can only get better equipment from Closed Dungeon crafting materials, crafting in tier 1 then upgrading them to tier 2 then tier 3.
Always upgrade your tank’s chest armor and boot, and your DPSs’ weapons, if possible.

Normal heroes will cost a contract to get. You will get around 8 contracts to use from progressing into the game, then more are obtained only from every 30 login days (with more on cash shop but still limited by month). Some heroes are specific-contract temporary event heroes which have an event when they are added, and after enough weeks after their event they have their contract be directly buyable at the dokebi shop for soul stones anytime.

Regularly there will be a Festa event, which will need you to buy a coupon for 1000 gems to be able to do 4 of her daily quests per day instead of 1, getting 40 points for a specialized stats hat and trading rests of 5 for a box which with luck have another hat. Without the coupon or if arriving late, you can get just the box.

Cards

“Which cards should I use?” Cards that raise offensive stats and not cards that do damage.

The strategy is to combo damage-boosting cards that multiplicatively stack with each other to deal one period of extreme burst damage which will decide if you’re able to win or not.
If a card gave you x4 damage for 5 seconds, another x3, and a third gave x2, for that period you are doing 24 times the normal damage, including for skills which themselves are damage spikes too, and using heroes that are mostly physical or mostly magical will make these cards affect all of these heroes at the same time. 2/3 of the damage you do in a boss fight could come from the first 10 seconds of the fight.

Cards of direct damage or poison might seem overpowered at low levels but drop off in efficiency later as monster HP raises while those cards stay as a set number, while cards that give damage boosts to heroes will only get stronger as your heroes get stronger over time.
The only decent damage cards are Dustiness and Chimera and Baphomet because their purpose is more than damage.

Physical team cards to get to 5*:
Orc Skeleton, Doppelganger, Stormy Knight, Grave Mummy, Jakk, Mistress

Magical team cards to get to 5*:
Mao Guai, Doppelganger and/or Randgris, Isis, Myst, Mistress, Baphomet or Kaho

Ways to get stronger
  • Pull cards – Lets more cards be available for use, and gives upgrade powder to upgrade your cards.
  • Getting higher equipment and refining them to +10 helps a lot in either your damage or tankiness, anything your main party is currently equipping easily can be made +10, if missing ores just farm them. You can also enchant them (enchantments are from Opener chests or crack of dimension boss).
  • Soul stone upgrades will raise ATK/MATK and DEF/MDEF/HP by roughly 10% each time, and slightly increase ASPD and Crit.
  • Valhalla upgrades skills (some healing skills never raise in power if you don’t do this).
  • Leveling up – Only slightly raises ATK/MATK and DEF/MDEF/HP, but level is also the main source of Hit. Battle exp is very low and it is expected that you use exp potions on your main party too. (I don’t know if level itself influences damage calculation on damage taken or dealt)

 


 

Equipment

Chest armor exists in Cloth armor, Leather armor, and Plate armor depending on hero.
Counting only the final crafted type, comparing the benefits of the 3 to the other 2:

  • Cloth armor – MDEF +150
  • Leather armor – DEF +915, Flee +9.6%
  • Plate armor – DEF +2105

A shield in the final craft gives DEF +510 (1530 at +10) and +9.1% DEF, VIT +10, RangedDmg -12.6%, Flee +7.3%, and also can be enchanted like a weapon for either +%ATK and +%Hit, or +%MATK and +%CastSpeed. Equipping a shield lowers ASPD by 5 so for some DPS heroes always equipping any shield isn’t necessarily better.
A hero with Plate armor and shield has 3635 more base DEF than a Cloth hero with no shield, or 2720 more than a Leather hero with no shield.

Boots help almost as much as chest armor but are quicker to craft and allclass.

Garments can be crafted with Closed Dungeon materials too, but the crafted garment is not as good as the buyable garment from the dokebi shop (all dokebi garment have the same stats, except for the bat wings which are weaker except for an MATK boost, and the even weaker cheap backpack).

Accessories start with good craftable blue accessories on Izlude, with better accessories in Morroc with the last tier needing a lot of Closed Dungeon materials.

Closed Dungeon equipment are crafted with blacksmiths but each city makes different types:

Geffen
Staff, Book, Whip
Cloth armor, garment lower than dokebi shop
Prontera
Swords, Axe
Plate armor, shield
Izlude
Mace, Bow, Guitar
Leather armor, boot
Morroc
Dagger, Katar, Knuckle
Leather armor, accessories

 


 

Arena

Arena teams have a different meta. The strongest in arena is AoE skill heroes (which can be strong enough to deal 50%-100% of the HP of all 4 enemies at once), and Osiris card. The best team might be magical (Modan and/or IO, with Bard).
Heroes in the arena have their maximum HP raised by 10 times, I don’t know if the passive cards AndreEgg and PecoPeco are multiplied too.

2: Story Bosses

The game begins very easy but starts to become harder when you go through the right exit of Geffen, and picks up at the end of Prontera, then every boss since Morroc will feel like a nightmare.

If you almost defeat a boss, consider reviving: you recover your HP but the boss doesn’t. (this is not as helpful if the problem was the boss’s healing skills)

Geffen

 


 

Prontera

Kromache Shadow

  • Sleep can be cured with Creamy card, GoldenThiefBug card, or Nightmare card.

Crypt creature

  • It has very high HP so you just need to combo damage cards together enough times to win within 3 minutes.
  • You can fight with Ophelia and 3 ranged DPSs.

 


 

Morroc

Flame Skulls

  • They have a low-cast-time skill which AoEs an area, but when it’s cast from multiple skulls it will be enough to kill everyone from full HP. The plan is to hopefully start your hand with Stun/Freeze/Silence cards to prevent them from casting temporarily (if you keep holding the card on and off, time slows down to be able to interrupt their cast with it), then while you are safe for a few seconds you combo multiple damage-boosting cards on your heroes, and try to upkeep statuses on them.

Nameless Monster

  • The boss has a heal. Either you do enough damage from your card combos that you beat it despite the healing, or you keep Ungoliant card to use when it begins to cast it.

Maya

  • With a lucky perfect card combo it can be possible to beat her before she even summons (this is easier with passive card MoonlightFlower and/or AndreEgg). Otherwise you will need to carry multiple Stun/Freeze/Silence cards and save card points for them, then when any Vitata appears you tap it to manually target that Vitata with all heroes and be ready to use a status card to prevent it from casting its heal, if it successfully casts even once the boss will be healed too much. Ungoliant can be used on the boss but the Vitata still needs to be targeted.

 


 

Morroc after Maya

You can now start playing the Closed Dungeons which will let you craft better equipment from the blacksmiths of every city even if you can’t beat the boss of the place yet.

Dragon field quest, mine boss quest

  • These two sidequests are available after Maya, but they are intended to be above LV60 and higher than Twilight Mane. You need at least your tank to have Closed Dungeon equipment and a good level or no one will survive.

Twilight Mane

  • His damage is very high so you need Closed Dungeon equipment on your tank.
  • He can only do singletarget damage. If you have multiple healers ready to use, Eline may be worse than others.
  • He has very high Flee, so physical teams only do high damage while comboing with Doppelganger card (or else Mandragora/GoblinArcher).

2: Field Bosses

Difficulty 1

Toad

  • It poisons you permanently, Creamy/GoldenThiefBug/Argiope card will be needed to dispel it, or just do enough damage to kill it first while healing.

Eclipse

  • It keeps doing damage to the same target, you need a taunter with enough stats and enough healing to outlast it.

 


 

Difficulty 2

Golden Thief Bug

  • It casts a shield on itself (this cast cannot be broken and the buff cannot be dispelled) which will explode in a set time to reflect physical damage taken. Get strong enough to kill it before it explodes, or use Osiris card when it explodes, or use 4 magical heroes.

Vocal

  • It will do a skill that permanently silences your heroes, cure it with Creamy/GoldenThiefBug card, or kill it very fast.

Dragon Fly

  • It’s weak until after enough time it summons many monsters, but killing it fast enough even then is not very hard.

 


 

Difficulty 3

You probably will need more grinding after seeing them before you can beat them.
After enough time these will be easy enough to just hit and win in 10 seconds.

Panzer Goblin

  • It will start by casting a multi-hit damaging skill on the hero with the lowest DEF, use a card to prevent it from doing enough damage (or get enough stats on everyone to make everyone able to survive it once). After this you still need to do high damage and it can cast again regularly.

Orc Lord

  • Its meteor attack is bait, you need to spare some card points to stop it from casting its heal after that with a Freeze or Silence card.

Goblin Leader

  • It has low damage and no AoE, and its summons are weak. But it has extremely high HP. You need good enough card combos to reliably beat it within the time limit.

 


 

Difficulty 4

These can need more than level 50 and crafted Closed Dungeon equipment to be able to beat.

Phreeoni

  • The damage it does to the tank can be managed by the healer, but it has a long-cast multihit AoE skill that may need a defensive card or heal to counter. Upgrading everyone’s defensive equipment to Closed Dungeon or using PecoPeco/AndreEgg can help in making everyone always survive the AoE so that you only need to worry about doing enough damage within the time limit.
  • After 2 minutes it gets an undispellable ATK buff so even the skill does more damage.

Osiris

  • He has low damage and his summons are weak enough. But he has an AoE skill like Phreeoni’s, and also gets stronger after 2 minutes.
  • His regeneration needs to be fought through, or use Ungoliant to reduce it. Osiris has less HP than Phreeoni so it’s possible to beat him before he heals once if you get lucky with your hand.
  • Magical teams aren’t affected by this part: he temporarily buffs himself so that physical heroes will do less damage and have physical damage reflected, so doing your card combos for damage during this time will hurt your DPSs.

Maya

  • You need status cards to stop every Vitata that appears or Ungoliant the boss, and target the Vitata manually. Unlike in the story fight this Maya has much more HP and won’t die in just one perfect card combo, but the summons aren’t stronger than before so they are weak and even their healing isn’t as much of her lifebar as before.

3: Card List (1)

Mana powder cost to fully upgrade:
Copper: 200
Silver: 400
Gold: 600
MVP: 1000

Effects that stack multiplicatively: ATK/MATK buffs, STR/DEX/INT buffs, ASPD buffs, Skill Damage buffs, DEF/MDEF debuffs, crit buffs if physical

If assuming the attack deals 5000dmg at 160 ASPD/1.25 times per second and counting each cards’ own duration:

  • Doppelganger – 168.75k damage per hero buffed or multiplicative x4 (if assuming it raises to 190 ASPD/5 times per second) but Doppelganger doesn’t boost skill damage
  • Physical
    • Orc Skeleton – 135k per hero buffed or multiplicative x4 (Blue Acidus: 45k per hero buffed or multiplicative x4) (Vadon: 40.625k singletarget or multiplicative x2)
    • Stormy Knight – 107k per hero or multiplicative ~x2.25
    • Grave Mummy – 56.25k per hero buffed or multiplicative ~x2.8
    • Jakk – 23.125k per hero buffed or multiplicative x2
  • Magical
    • Myst – If used before casting a skill, will repeat those skills a few times
    • Mao Guai – 162k per hero buffed or multiplicative x4.6 (Blue Acidus: 45k per hero buffed or multiplicative x4) (Drainliar: 48.750k singletarget or multiplicative x2.2)
    • Isis – 41.437k per hero buffed or multiplicative ~x2.02
    • Baphomet/Kaho for reducing MDEF

Displaying cards in their base values and [5*] values:

Offensive cards

 

Physical + magical cards
Name
Rarity
Cost
Effect
Notes
Blue Acidus
Gold
5>4
+200%[300%] ATK and MATK for 1[2.4]sec
The very short duration makes this weaker except when timed for skill damage
Doppleganger
MVP
5>3
+15[35] ASPD and +100% Hit for 7[9]sec
Scorpion King
Gold
7>4
Ranged heroes get ASPD +10[20] for 4[6]sec
Commonly removed from the deck because Doppleganger is better and already can get to around max ASPD (supposedly 190 or 193)
Randgris
MVP
6>3
All heroes and enemies in range have Silence and max ASPD for 5sec with immunity to physical damage
Can be used offensively just like Doppleganger but can’t use skills during it, and like a shield card makes your heroes protected except to magical damage. But enemies in range receive the same effects, if used in a magical team the immunity means nothing. Also can break a cast of an enemy not immune to Silence

 

Physical cards

 

Orc Skeleton
Gold
4>3
ATK +150%[300%] for 5[7.2]sec
Grave Mummy
Gold
5>4
ATK heroes gain +180%[300%] STR for 2.5[5]sec (roughly +180%dmg)
Jakk
Gold
4>3
+100 Crit chance for 2.2[3.7]sec. Smaller area of effect

 

Vadon
Copper
3
Singletarget +50%[100%] ATK for 4[6.5]sec
Anacondaq
Silver
4>3
Thief jobs gain ATK +125%[250%] for 4[6.2]sec
Marse
Gold
5>4
Archer jobs do one more hit per normal attack hit for 3.4[6.2]sec
Nightmare Terror
Gold
5>2
+5[10] Crit chance for 6sec. Will cure Sleep on use and those cured instead have +12%[25%] Crit chance and +100%[250%] Crit Damage for 8sec
Goblin Archer
Copper
5>4
+100% Hit for 4[6]sec
Mandragora
Silver
4>3
-55%[90%] Flee for 3[4.4]sec

 

Stormy Knight
MVP
5>2
Freeze for 3[7]sec, -50%[80%] DEF and -15% ASPD for 5[8]sec
Orc Zombie
Silver
5>4
-42%[70%] DEF for 3[4.5]sec

 

Magical cards
Myst
Gold
6>3
MATK heroes gain -70%[95%] cooldown for 5[7.5]sec, must be used before they cast
Mao Guai
Gold
4>3
MATK +180%[360%] for 5[7.2]sec
Isis
Gold
5>4
MATK heroes gain INT +120%[170%] and CastSpeed +99% for 4[6.5]sec
Drainliar
Copper
3
Singletarget MATK +60%[120%] for 4[6.5]sec

 

Baphomet
MVP
8>5
2500[80k] damage, -70%[100%] MDEF for 5[8]sec
Kaho
Silver
5>3
-42%[70%] MDEF for 3[5.5]sec

 


 

Other offensive cards

 

Ungoliant
Gold
3>1
Enemies have -40%[75%] HP restored for 5sec
Effect is useless without enemies that heal, but only this card and Dustiness have a cost of 1 to draw other good cards faster

 

Alarm
Gold
5>3
Reduce current cooldowns by 4.5[7.2]
Willow
Copper
5
Singletarget reduce current cooldowns by 4[8]

 

Maya
MVP
7>4
Reflect 50%[120%] of damage for 1.5[2.4]sec

3: Card List (2)

Defensive cards

 

Name
Rarity
Cost
Effect
Mistress
MVP
5>2
1400[80k] heal, current cooldowns lower by 12[30], recharges 1 card point per hero in area
Vitata
Gold
4>2
600[55k] heal
Osiris
MVP
6>4
Regenerates 1.5%[12%] HP per second for 12sec. If dying during effect, revives with invincibility for 3[7]sec
Santa Poring
Silver
3
Singletarget 1000[higher than 30k since buff?] heal
Angeling
Gold
6>4
Singletarget regeneration of 150[higher than 4k since buff?] per second for 10sec, LUK +5[25] during effect

 

Orc Hero
MVP
4>2
Shield of 1000[20k] HP for up to 8sec. Will cure Stun on use and those cured have a doubled shield and +500 STR/INT for 10sec
Lunatic
Copper
4
Singletarget shield of 600[8k] HP for up to 5[8]sec

 

Argiope
Gold
5>2
+50%[100%] DEF/MDEF for 8sec. Will cure Poison on use and those cured have instead +200%[500%] DEF/MDEF for 10sec
Golem
Silver
3>2
Singletarget -25%[55%] damage taken for 5[8]sec
Clock
Gold
8>5
Singletarget damage immunity for 3[?]sec
Choco
Gold
5>3
+99% Flee for 2.2[3.7]sec

 

Golden Thief Bug
MVP
5>2
Cures debuffs, and gives debuff immunity for 5[10]sec
Creamy
Silver
8>3
Cures debuffs

 

Bloody Butterfly
Gold
5>2
Dispels buffs on enemies except boss abilities, knockbacks enemies away from center and slows their movement by 55%[90%] for 1.4[4.5]sec
Gryphon
Gold
6>3
Dispels buffs on enemies except boss abilities, pulls enemies into the center and slows their movement by 55%[90%] for 1.4[4.5]sec
Dryad
Silver
7>2
Dispels buffs on enemies except boss abilities
Gibbet (Cursed Tree)
Gold
7>5
Singletarget hero taunts all enemies, and gains +250[?] DEF for 5[?]sec
  • Knockback/pull can be used to pass an enemy into another hero to work like a taunt, but doesn’t work on enemies immune to knockback like most bosses. Gibbet’s taunt will work on every enemy alive.

 


 

Status cards

Unless the enemy is immune, enemy skill casts can be interrupted with Stun or Freeze or Sleep or Silence, bosses usually are immune to all or all except one. Some enemies will get a circle with red Xs around them while casting a certain skill and this means that they are immune to these status effects while casting so that this cast cannot possibly be broken.

Stun and Freeze apparently do the same thing, but Freeze gives immunity to knockback.
Sleep will wear off instantly if hit.
Silence prevents skill casts for a short time and can still break a cast if silenced mid-cast like the others can.

Scaraba
Gold
5>3
Stun for 3.0[?]sec
Savage Bebe
Copper
6
Stun for 1.5[3]sec
Stormy Knight
MVP
5>2
Freeze for 3[7]sec, -50%[80%] DEF and -15% ASPD for 5[8]sec
Marina
Silver
6>5
Freeze for 1.5[3.3]sec
Plankton
Copper
4
Sleep for 2.5[9]sec
Whisper
Gold
5>3
Silence for 2[5.2]sec
Metaller
Copper
6
Singletarget Silence for 1.4[2.3]sec

 

Familiar
Copper
5
-55[90] Crit chance for 3.5[5.5]sec
Marionette
Gold
3>2
-100%[300%] CastSpeed for 3[6]sec (only works if debuffed before cast begins?)
3: Passive Cards
You can equip any 5 passive cards and only 5. There are too many different abilities that sound good on paper but because of the limited slots what you want is cards that actually make much more than a 6% difference in a stat. Moonlight Flower makes you start with 15 card points instead of 10 so that you can do better card combos at the beginning of the fight, making it easier to do dozens of millions of damage in the first 10 seconds.

You also have to decide how many slots you want for offensive or defensive passive cards because there are strong ones for both.

Offensive cards

 

Moonlight Flower
MVP
Maximum and starting card points +2[+5], card point recovery speed raises, skill cooldowns -4%[10%]
Roughly +4 card points per minute from 20
Andre Egg
Silver
Maximum and starting card points +1[+3], max HP +150[4500]
Coco
Silver
Card point recovery speed raises
Roughly +3 card points per minute from 20

 

Physical cards
Drake
MVP
ATK +8%[20%], Hit +2.2%[5.5%], raised movement speed
Khalitzburg
Gold
ATK +6.3%[31.5%]
Basilisk
Gold
Skill Damage +6.3%[31.5%]
Sky Petite
Gold
Crit chance +1.5[3.4], Crit Damage +7%[17.5%]

 

Sidewinder
Gold
Thief jobs ASPD +3[7.5]
Argos
Silver
Thief jobs Crit Damage +5.6%[14%]
Nightmare Terror
Gold
Archer jobs Crit chance +2[5] and Hit +1.6[4]

 

Soldier Skeleton
Silver
Crit +1.2[3]
Orc Warrior
Silver
Crit Damage +5%[12.5%]
Hornet
Copper
Hit +1%[2.5%]
Chonchon
Copper
ATK +2.5%[6.3%]
Bigfoot
Silver
STR +2[8]
Rafflesia
Silver
DEX +2[8]
Poring
Copper
LUK +1[6]

 

Magical cards
Evil Snake Lord
MVP
Magical heroes gain INT +6%[15%, around +9% final damage multiplicatively] and ASPD and CastSpeed +5%[12.5%]
Necromancer
Gold
Magical heroes gain Skill Damage +12%[35%] and bypass +2.2%[6.5%] MDEF
Basilisk
Gold
Skill Damage +6.3%[31.5%]
Mistress of Shelter
Gold
MATK +7.6%[19%]

 

Rocker
Copper
MATK +3.5%[8.8%]
Elder Willow
Silver
INT +2[8]

 

Global cards
Abyssal Knight
Gold
Damage dealt to bosses +5%[12.5%] and damage received from them -3.5%[8.8%]
Various
Silver
Damage dealt to <one race> +4%[10%] and damage received from them -2%[5%]
Hydra, Soldier Andre, Flora, Peco Peco Egg, Caramel
Various
Gold
Damage dealt to <Demon/Angel/Dragon> race +6%[15%] and damage received from them -3%[7.5%]
Strouf, Anubis, Earth Petite
Various
Silver
Damage dealt to <Small/Medium/Large> enemies +3%[7.5%]
Desert Wolf, Skel Worker, Minorous

 

Scorpion
Silver
Bypass +2.5%[6.3%] DEF/MDEF
Penomena
Silver
Cooldowns -2.5%[6%]
Disguise
Silver
In the first 5[7] seconds of the battle, faster cast speed and movement speed
In arena, can help in casting your skills first

 


 

Defensive cards

 

Wootan Defender
MVP
Heroes start with a shield of 6000[80k] HP, lasting up to 20 seconds
Peco Peco
Copper
Maximum HP +300[7500]
Thara Frog
Silver
HP Restored +20%[50%]

 

Andre Egg
Silver
Maximum and starting card points +1[+3], max HP +150[4500]
Wootan Fighter
Silver
DEF +50[550]
Raydric
Gold
Damage Resistance +2.2%[5.5%]
Zombie
Copper
HP Restored +10%[25%]
Thief Bug
Copper
Flee +0.8%[2.2%]

4: Hero List – Tanks

Tanks are basically:

  • Perr and Al – Damage 2, Tanking 2
  • Miho – Damage 3, Tanking 1
  • All others – Damage 1, Tanking 3

 

Physical tanks

 

Perr (recruit: story)
Physical melee
2 damage skills, no AoE
Test room normal attack damage: not possible for this character

+ His damage isn’t as reduced as most tanks
+ Taunt has only 14sec cooldown
– Good at tanking but other tanks have skills to reduce damage even more than him


LV1 stats without items:

  • 24ATK, 17MATK, 6STR 5DEX 3AGI 3LUK 3INT
  • 2590HP, 40DEF/30MDEF, 10VIT
  • Plate armor with shield

 

  • Skill 1 – Hit [575%], -10% ATK for 5sec. Taunts all enemies. (base cooldown 14sec)
  • Passive – HP +30%
  • Skill 2 – Shield of [25%] HP lasting up to 12sec, heals 10% HP. (base cooldown 45sec, 29sec counting ult)
  • Soul Weapon skill – Hit [620%], +60% ATK for 6sec, lowers cooldown of skill 2 by 8sec. (base cooldown 25sec)
    • 6 Soul Weapon bonus: skill 3 changes from 620% x1 to 434% x3 (1302%)
      Soul Weapon stats: base ATK +40, HP +6.5%
      max ATK +530, HP +25%, ATK +20%, Skill Damage +20%, ASPD +5%

Element: Wind

 

Miho (recruit: dokebi right shop)
Physical melee
3 damage skills, 2 AoEs
Test room normal attack damage: 17k
Skill damage divided by cooldown 16.16, skills total 549k

+ Offensive tank. Slightly high ATK for a tank hero with all 3 skill doing damage including AoE
– Easiest tank to kill. Has Leather armor with no shield for less DEF, skills have the lowest defensive bonuses of tanks
+ If maxing soul weapon, has the best Flee in the game


LV1 stats without items:

  • Leather armor

 

  • Skill 1 – Hit [?%], debuffs Crit Damage -50% for 8sec. Taunts all enemies. (base cooldown 26sec) [test room 34 x4, 136k]
  • Passive – MaxHP +20%, ATK +12%
  • Skill 2 – DoTs nearby enemies [?% x10 over 5 seconds], self-buffs ASPD +15 and Flee +50% for 5sec. (base cooldown 40sec) [test room 19.5k x10, 195k]
  • Soul Weapon Skill – Radius hit [?%], Stuns for 2sec and -30%DEF for 4sec (base cooldown 45sec) [test room 109k x2, 218k]
      • 6 Soul Weapon bonus:

    skill 3 base cooldown -8sec and on use gains shield of 20% HP lasting up to 10sec
    Soul Weapon stats: base ATK +40, Flee +7.8%
    max ATK +530, Flee +30%, Skill Damage +25%, HP +10%, ASPD +6%

Element: Water

 

Kathrine Switzer (recruit: Morroc after Maya)
Physical melee
2 damage skills, 1 AoE
Test room normal attack damage: 13k
Skill damage divided by cooldown 07.72, skills total 217k

+ Very high defensive stats and temporary resistance skills
– Low damage


LV1 stats without items:

  • ?
  • 2782HP, 11VIT, ?
  • Plate armor with shield

 

  • Skill 1 – Taunts all enemies. For 6 seconds, has +50% Damage Resistance and whenever hit heals 3% of MaxHP and reflects 3% of damage taken (base cooldown 28sec)
  • Passive – DEF +900, HP +10%
  • Skill 2 – Hit [?%], debuffs -?%DEF and -10% for 8sec (base cooldown 26sec) [test room 98k]
  • Soul Weapon skill – Radius DoT [?%] over 6 seconds and all heroes in the area including herself gain +20% Damage Resistance. Taunts all enemies. (base cooldown 30sec) [test room 17k x7, 119k]
      • 6 Soul Weapon bonus:

    skill 3 lowers cooldown of skill 1 by 10
    Soul Weapon stats: base ATK +40, HP +5.2%
    max ATK +530, HP +20%, DEF +40%, MDEF +40%, Healing Skills +30%

Element: Holy

 


 

Magical tanks

Can be affected by Myst card like mages.

Pauve (recruit: dokebi right shop)
Magical melee
2 damage skills, 1 AoE
Test room normal attack damage: 14k
Skill damage divided by cooldown 09.86, skills total 210k

+ Tank that can heal himself, and automatically revives himself once per battle
+ Taunt has only 17sec cooldown
– Low damage
– Highest MDEF but also lowest DEF


LV1 stats without items:

  • Cloth armor

 

  • Skill 1 – Hit [?%], debuffs MATK by 20% for 10sec, heals 10%. Taunts all enemies. (cooldown ~17sec) [test room 60k x1 10k x7, 130k]
  • Passive – HP +35%, MDEF +550
  • Skill 2 – Over 8 seconds, regenerates ? HP and keeps hitting enemies in radius which debuffs Crit chance (cooldown ~36sec) [test room 10k x8, 80k, heal 20k x12]
  • Soul Weapon skill – On death will revive and taunt, and hits nearby enemies for [?%] and heals nearby allies for 35% HP. Works once per battle.
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base MATK +50, MDEF +10.4%
    max MATK +640, MDEF +40%, HP +20%, Healing Skills +20%, MATK +14%

Element: Fire

 

Al (recruit: Morroc after Twilight Mane)
Magical melee
3 damage skills, 2 AoE
Test room normal attack damage: ?


LV1 stats without items:

  • 2590 HP, 10VIT, ?
  • Plate armor with shield

 

  • Skill 1 – Hit [?%], refreshes cooldown of skill 2 (base cooldown 25sec)
  • Passive – DEF +?, MaxHP +15%
  • Skill 2 – Radius hit [?%], heals 12% and raises own DEF by ?% for 5sec (base cooldown 32sec)
  • Soul Weapon skill – Radius hit [?%], debuffs ATK and Hit -30% for 10sec (base cooldown 40sec)
      • 6 Soul Weapon bonus:

    skill 3 damage +20% and on use refreshes cooldown of skill 2
    Soul Weapon stats: base MATK +50, DEF +13%
    max MATK +640, DEF +50%, Cooldowns -10%, MATK +20%, HP +20%

Element: Earth

4: Hero List – Physical DPS Heroes

Melee heroes

 

Cordelia (recruit: story)
Physical melee
3 damage skills, 1 AoE
Test room normal attack damage: ?


LV1 stats without items:

  • 31ATK, 18MATK, 8STR 5DEX 3AGI 4LUK 3INT
  • 2048HP, 30DEF/25MDEF, 7VIT
  • Leather armor with shield

 

  • Skill 1 – Hit [570%ATK with +20%], heals 20% (base cooldown 14sec)
  • Passive – ATK +25%, Crit chance +6, Flee +6%
  • Skill 2 – Hit with DoT [435%, 50% x6] (base cooldown 35sec)
  • Soul Weapon skill – Radius hit [550%], lowers how much healing they can receive by 70% for 5sec, self-buffs +55% Crit Damage for 5sec (base cooldown 30sec)
      • 6 Soul Weapon bonus:

    skill 3 550% ATK > 1100% ATK
    Soul Weapon stats: base ATK +40, Crit Damage +10.4%
    max ATK +540, Crit Damage +40%, Skill Damage +30%, Flee +3%, HP +20%

Element: Water

 

Xeno (recruit: dokebi right shop)
Physical melee
2 damage skills, 1 AoE (plus emergency aura)
Test room normal attack damage: 21k split in 2, katar: ASPD +?
Skill damage divided by cooldown 25.39, skills total 550k


LV1 stats without items:

  • 1707 HP
  • Leather armor

 

  • Skill 1 – Hit with DoT [495%, 45% x6] (base cooldown 18sec) [test room 140k x1 13k x6, 218k]
  • Passive – ATK +12%, HP +10%
  • Skill 2 – ? (if HP gets very low without dying, becomes temporarily invincible and passes aggro to someone else and hits nearby enemies?) [?%]
  • Soul Weapon skill – Radius hit [?%], temporarily Silences enemies (cooldown ~25sec) [test room 332k]
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base ATK +40, Skill Damage +6.5%
    max ATK +530, Skill Damage +25%, ATK +10%, Crit +8, Crit Damage +55%

Element: Shadow

 

Seira (recruit: dokebi right shop)
Physical melee
1 damage skill, no AoE
Test room normal attack damage: 24k, axe: ASPD -12
Skill damage divided by cooldown 10.40/14.54, skills total 229k/320k

Support DPS, gives a shield buff, and a Skill Damage buff to the hero with the highest MATK.


LV1 stats without items:

  • 38ATK 16MATK, 10STR 3DEX 3AGI 6LUK 2INT
  • 1845HP, 33DEF/23MDEF, 8VIT
  • Plate armor

 

  • Skill 1 – Hero with highest MATK gets Skill Damage +125% and Cast Speed +20% for 6sec and their current cooldowns are lowered by 5 (base cooldown 35sec)
  • Passive – Crit +20, HP +12%
  • Skill 2 – Hero with the least full HP gets a 25% HP shield lasting up to 8sec, while on also gives +200% DEF (base cooldown 30ec)
  • Soul Weapon skill – Hit [?%], dispels buffs if it crits, -50% Skill Damage and HP Restoration for 4sec (base cooldown 22sec) [test room 320k, ~229k without 6 bonus]
      • 6 Soul Weapon bonus:

    skill 3 damage +40%, on use party heals 10% and lowers current cooldowns by 1
    Soul Weapon stats: base ATK +40, Crit +2.1
    max ATK +530, Crit +8, Crit Damage +30%, ATK +15%, ASPD +10%

Element: Neutral

 

Lucia (recruit: Prontera)
Physical melee
2 damage skills aimed conditionally, no AoE
Test room normal attack damage: 24k split in 2 and has an ASPD skill, katar: ASPD +?
Skill damage divided by cooldown 36.97, skills total 908k


LV1 stats without items:

  • Leather armor

 

  • Skill 1 – Shot to highest-MATK enemy [?% ATK], temporarily Silences (cooldown ~20sec) [test room 86k x3, 258k]
  • Passive – Crit chance +9, ATK +20%
  • Skill 2 – For 4sec becomes invincible with +16 ASPD (cooldown ~26sec)
  • Soul Weapon skill – In an animation will teleport and hit the highest-MATK enemy then teleport back [?% ATK], temporarily slows their cast speed (cooldown ~27sec) [test room 65k x10, 650k]
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base ATK +40, ATK +5.2%
    max ATK +530, ATK +20%, Hit +15%, MDEF +30%, Cooldowns -15%

Element: Wind

 

Victoria (recruit: Izlude)
Physical melee
1 damage skill, no AoE
Test room normal attack damage: 23k and has an ASPD skill, two-handed sword: ASPD +?, has additional crit damage
Skill damage divided by cooldown 21.68, skills total 347k

Strong singletarget hero, skills cost some HP but not as much as Rina.


LV1 stats without items:

  • Plate armor

 

  • Skill 1 – Loses some HP, gains ATK +80% for 10sec (cooldown ~25sec)
  • Passive – Crit chance +10
  • Skill 2 – Hit [?%], restores some HP (cooldown ~16sec) [test room 347k]
  • Soul Weapon skill – Loses some HP, gains ASPD +20, Crit Damage +75%, CastSpeed +90% for 12sec, counting 6 bonus (cooldown ~30sec)
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base ATK +40, ATK +5.2%
    max ATK +530, ATK +20%, Crit +5.5, Crit Damage +40%, ASPD +6

Element: Earth

 

Cariot (recruit: Morroc)
Physical melee
3 damage skills, no AoE
Test room normal attack damage: 17k, dagger: ASPD +10
Skill damage divided by cooldown 40.14, skills total 1082k

Does singletarget damage and can debuff DEF for every physical hero to benefit.


LV1 stats without items:

  • Leather armor with shield

 

  • Skill 1 – Hit [?%], temporarily lowers DEF (cooldown ~18sec) [test room 162k]
  • Passive – ATK +12%, Crit +5
  • Skill 2 – Hit [?%], ASPD +12 for 10sec (cooldown ~30sec) [test room 240k x3, 720k]
  • Soul Weapon skill – Hit [?%], will pass to the other side of the enemy, temporarily lowers DEF, self ATK +20% for 12sec, counting 6 bonus (cooldown ~28sec) [test room 200k]
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base ATK +40, Crit +1.6
    max ATK +530, Crit +6, Crit Damage +35%, Flee +10%, Hit +8%

Element: Fire

 

Natalie (recruit: Morroc after Maya)
Physical melee
2 damage skills, no AoE
Test room normal attack damage: 29k, axe: ASPD -12
Skill damage divided by cooldown 21.00/23.36, skills total 475k/541k

Support DPS with party buffs for physical damage.


LV1 stats without items:

  • 35ATK 16MATK, 9STR 3DEX 3AGI 6LUK 2INT
  • 2223HP, 33DEF/23MDEF, 8VIT
  • Plate armor

 

  • Skill 1 – Hit [435%], -8%DEF and -6%Flee for 10sec and can stack 3 times if refreshing cooldowns faster (base cooldown 16sec) [test room 151k when not counting buff]
  • Passive – ATK +18.5%
  • Skill 2 – Party gains ATK +60%, Crit +12, ASPD +15 for 12sec (base cooldown 34sec)
  • Soul Weapon skill – Hit [900%], Stuns, dispels buffs except most boss abilities (base cooldown 28sec) [test room 390k when not counting buff, or ~324k without 6 soul weapon bonus]
      • 6 Soul Weapon bonus:

    skill 3 damage +20% and knocks back nearby enemies, and if it kills will refresh own cooldown
    Soul Weapon stats: base ATK +40, Cooldowns -2.6%
    max ATK +530, Cooldowns -10%, HP +15%, Flee +10%, ATK +20%

Element: Earth

4: Hero List – Physical DPS Heroes (2)

Xiaolin (recruit: Morroc after Maya)
Physical melee
2 damage skills, no AoE
Test room normal attack damage: 17k, knuckle: +? ASPD
Skill damage divided by cooldown 23.67, skills total 464k

Does nothing but singletarget melee damage and isn’t even that strong. She has a skill that raises her damage the longer the fight is, but the ATK bonus is too small and it’s only additive ATK stacking instead of multiplicative with all other bonuses.


LV1 stats without items:

  • Cloth armor

 

  • Skill 1 – Hit [?%] (cooldown ~15sec) [test room 67k x3, 219k]
  • Passive – Crit Damage +50%, Hit +10%
  • Skill 2 – Self-buffs ATK +7% and ASPD +1.5 permanently and stackingly (cooldown ~39sec)
  • Soul Weapon skill – Hit [?%] (cooldown ~27sec) [test room more or less 25k x1, 37k x4, 18k x4, for 245k]
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base ATK +40, ATK +3.9%
    max ATK +530, ATK +15%, Skill Damage +25%, HP +8%, ASPD +5

Element: Earth

 

Rajan
Physical melee

  • Skill 1 – Radius hit [?%], immune to physical damage for 4sec (base cooldown 26sec)
  • Passive – Crit Damage +?, ASPD +?
  • Skill 2 – Shot to farthest enemy [?%], Stuns for 2sec, ATK +30% for 6sec (base cooldown 40sec)
  • Soul Weapon skill – Hit with DoT [?%], heals 30% (base cooldown 50sec)
      • 6 Soul Weapon bonus:

    skill 3 damage +25%, on use gains +100 Crit for 5sec
    Soul Weapon stats: base ATK +40, Crit Damage +13%
    max ATK +530, Crit Damage +50%, Skill Damage +30%, ATK +10%, Flee +15%

Element: Earth

 

Surt
Physical melee

  • Skill 1 – AoE with DoT [?%], -30% Hit for 5sec (base cooldown 20sec)
  • Passive
  • Skill 2 – Hit with DoT [?%], HP Restoration -25%, heals 25% (base cooldown 24sec)
  • Soul Weapon skill – Hit with halved splash around the enemy [?%] (base cooldown 20sec)
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base ATK +40, ATK +5.2%
    max ATK +530, ATK +20%, Crit +8, ASPD +10, HP +15%

Element: Fire

 


 

Ranged heroes

 

Kana (recruit: Geffen)
Physical ranged
2 damage skills, no AoE
Test room normal attack damage: ?


LV1 stats without items:

  • 38ATK 18MATK, 6STR 10DEX 3AGI 4LUK 2INT
  • 1784HP, 27DEF/20MDEF, 6VIT
  • Leather armor

 

  • Skill 1 – Shot with knockback and movement slow (base cooldown 18sec)
  • Passive – Crit +?, Hit +?
  • Skill 2 – Party +?% ATK and +6%Hit for 6sec, lowers current cooldowns by 2 (base cooldown 26sec)
  • Soul Weapon skill – Multihit shot that switches target on overkill [?%] (base cooldown 25sec)
      • 6 Soul Weapon bonus:

    skill 3 damage +20%, on crit will Stun for 2sec
    Soul Weapon stats: base ATK +40, Crit +2
    max ATK +530, Crit +7.5%, Crit Damage +40%, HP +8%, Cooldowns -8%

Element: Water

 

Surf (recruit: Prontera)
Physical ranged
3 damage skills with 1 aimed conditionally, no AoE
Test room normal attack damage: 26k, bow: ASPD -5
Skill damage divided by cooldown 65.74, skills total 1784k

No AoE, extremely high damage.


LV1 stats without items:

  • Leather armor

 

  • Skill 1 – Shot [?%] (cooldown ~15sec) [test room 144k x2, 288k]
  • Passive – ASPD +8, ATK +12%
  • Skill 2 – Shot to farthest enemy, temporarily lowers Flee (cooldown ~33sec) [test room 137k x8, 1096k]
  • Soul Weapon skill – Shot [?%] (cooldown ~30sec) [test room 260k x1 140k x1, 400k]
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base ATK +40, ATK +3.9%
    max ATK +530, ATK +15%, Hit +10%, Skill Damage +25%, Crit +5

Element: Wind

 

Aida
Physical ranged
3 damage skills, 1 AoE
Test room normal attack damage: ?


LV1 stats without items:

  • Leather armor

 

  • Skill 1 – Costs 3% HP. Shot [?%], always crits
  • Passive – Normal attack does a second hit of 50% power. Skill Damage +?%
  • Skill 2 – Costs 3% HP. Shot [?%], small DEF debuff
  • Soul Weapon skill – Costs 5% HP. Targeted AoE [?%]
      • 6 Soul Weapon bonus:

    when using skill 3, skill 1 has no cooldown for 8sec
    Soul Weapon stats: base ATK +40, ATK +7.8%
    max ATK +530, ATK +30%, Skill Damage +25%, Cast Speed +20%, DEX +20

Element: Shadow

4: Hero List – Magical DPS Heroes

Melee heroes

 

Roselin
Magical melee
2 damage skills, 1 AoE

  • Skill 1 – Radius hit [?%], knockback. Heroes within range gain +3 ASPD permanently and stacks until +12 (base cooldown 16sec)
  • Passive – MATK +?%, Cooldowns -5%, Cast Speed +5%
  • Skill 2 – Party gets +?% STR/DEX/INT for 8sec, during it regenerating 20% HP and having debuff immunity, cannot be dispelled (base cooldown 35sec)
  • Soul Weapon skill – Multihit shot that switches target on overkill, targets enemy with most full HP, [?%], party +?% Skill Damage permanently and stacks until 8 times (base cooldown 28sec)
      • 6 Soul Weapon bonus:

    skill 3 does 8 hits instead of 5 and also buffs DEF/MDEF Bypass +1.5%
    Soul Weapon stats: base MATK +50, MATK +5.2%
    max MATK +640, MATK +20%, HP +15%, Cooldowns -10%, Cast Speed +15%

Element: Wind

 


 

Ranged heroes

 

Rina (recruit: story)
Magical ranged
2 damage skills with 1 aimed conditionally, 1 has AoE by half
Test room normal attack damage: not possible for this character

Does damage but will lose 25% HP whenever she does one round of skills.


LV1 stats without items:

  • Cloth armor

 

  • Skill 1 – Shot with halved splash [?%] (base cooldown 8sec)
  • Passive – MATK +?
  • Skill 2 – Costs 50% HP (25% after upgrade). Self-buffs +?% MATK for 4sec. (base cooldown 32sec)
  • Soul Weapon skill – Multihit shot that switches target on overkill [?%], starts aimed at a random enemy (base cooldown 22sec)
      • 6 Soul Weapon bonus:

    skill 3 has doubled damage and on use self-heals 8%
    Soul Weapon stats: base MATK +50, MATK +7.8%
    max MATK +640, MATK +30%, Skill Damage +25%, HP +10%, Cast Speed +24%

Element: Fire

 

Naki (recruit: Geffen)
Magical ranged
1 damage skill, no AoE
Test room normal attack damage: 26k, whip: +? ASPD
Skill damage divided by cooldown 20.14, skills total 282k

Support DPS, buffs a physical team but is a magical ranged hero so synergy can be hard anyway.
Her permanent ATK buff is only an additive +10% ATK and passive effects may make you already start at 140% with OrcSkeleton/Vadon only giving more additive ATK, it’s not a multiplicative +10% damage with all other effects.


LV1 stats without items:

  • Cloth armor

 

  • Skill 1 – Shot with DoT (cooldown ~14sec) [test room 237k x1 9k x5, 282k]
  • Passive – ASPD +10, MATK +24%
  • Skill 2 – One hero gets Crit chance +8.5 and Crit Damage +60% and ASPD +7 for 6sec (cooldown ~19sec)
  • Soul Weapon skill – Party gets +10% ATK permanently and stacks (cooldown ~23sec)
      • 6 Soul Weapon bonus:

    skill 3 gives a shield of 30% HP to entire party lasting up to 8sec
    Soul Weapon stats: base MATK +50, HP +2.6%
    max MATK +640, HP +10%, Cooldowns -15%, MATK +20%, DEF +30%

Element: Wind

 

IO (recruit: dokebi right shop)
Magical ranged
3 damage skills with 1 aimed conditionally, 2 AoEs
Test room normal attack damage: 23k, staff: ASPD -8
Skill damage divided by cooldown 57.39/71.14, skills total 1670k/2220k

Modan but with extremely high damage and less statuses, has damage and strong AoE.


LV1 stats without items:

  • 44MATK 23ATK, 11INT 6DEX 3AGI 3LUK 2STR
  • 1742HP, 30DEF/53MDEF, 7VIT
  • Cloth armor

 

  • Skill 1 – Shot with halved splash [?%], lowers cooldown of skill 3 by 1sec (base cooldown 12sec) [test room 63k x3 31k x1, 220k]
  • Passive – Bypass DEF/MDEF +30%, Cooldowns -25%
  • Skill 2 – Shot to highest-MATK enemy, [?%], freezes, -25% MDEF for 5sec (base cooldown 32sec) [test room 450k]
  • Soul Weapon skill – Targeted AoE [?%], refreshes cooldown of skill 2 (base cooldown 40sec) [test room 155k x10, 1550k, or 1kk without 6 soul weapon bonus]
      • 6 Soul Weapon bonus:

    skill 3 damage +50% and slows movement and cast speed by 75%
    Soul Weapon stats: base MATK +50, Skill Damage +14.3%
    max MATK +640, Skill Damage +55%, HP +16%, Cast Speed +12%, MATK +10%

Element: Water

 

Erhorn (recruit: Prontera)
Magical ranged
2 damage skills both aimed conditionally, no AoE
Test room normal attack damage: 28k, staff: ASPD -8
Skill damage divided by cooldown 61.75/78.59, skills total 1707k/2182k

Only does ranged singletarget damage, with very high damage but will use skills on enemies with the most full HP first if it’s not just one boss.


LV1 stats without items:

  • Cloth armor

 

  • Skill 1 – Shot to enemy with most full HP [?%] (cooldown ~22sec) [test room 507k/622k]
  • Passive – MATK +15%, CastSpeed +30%
  • Skill 2 – Lowers own current cooldowns by 7 (cooldown ~17sec)
  • Soul Weapon skill – Shot to enemy with most full HP [?%], permanently gains stackable Bypass DEF/MDEF +?% and Skill Damage +?% (cooldown ~31sec) [test room 150k x8/195k x8, 1200k/1560k, both counting 6 soul weapon bonus]
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base MATK +50, MATK +5.2%
    max MATK +640, MATK +20%, Skill Damage +35%, Cooldowns -10%, HP +8%

Element: Neutral

4: Hero List – Magical DPS Heroes (2)

Modan (recruit: Prontera)
Magical ranged
3 damage skills with 1 being conditionally aimed, 2 AoEs
Test room normal attack damage: 18k, book: ASPD -2
Skill damage divided by cooldown 19.10/23.65, skills total 591k/773k

Support DPS who has lower singletarget damage but is one of the few heroes to have multiple AoEs which is strong in arena, also is a ranged hero with an AoE slow and a singletarget Silence.
And long cooldowns on his damage skills don’t exist if using Myst card to keep repeating the skills for a short while.


LV1 stats without items:

  • 44MATK 23ATK, 11INT 6DEX 3AGI 3LUK 2STR
  • 1819HP, 30DEF/53MDEF, 7VIT
  • Cloth armor with shield

 

  • Skill 1 – Targeted AoE [?%], lowers movement speed (base cooldown 24sec) [test room 28k x5, 140k]
  • Passive – MDEF +?
  • Skill 2 – Used only when an enemy is casting. Causes [?% MATK] damage and tries to Silence that enemy, raises own MATK +55% for 4sec (base cooldown 20sec) [test room damage would be around 80k in comparison?]
  • Soul Weapon skill – Targeted AoE [?%], -50% MATK for 8sec (base cooldown 40sec) [test room 79k x7, 553k, or ~371k without 6 bonus]
      • 6 Soul Weapon bonus:

    skill 3 damage -15% but hits 7 times instead of 4
    Soul Weapon stats: base MATK +50, Cooldowns -3.9%
    max MATK +640, Cooldowns -15%, HP +20%, Flee +8%, Skill Damage +30%

Element: Fire

 

Bard (recruit: Morroc)
Magical ranged
2 damage skills, 1 AoE
Test room normal attack damage: 25k, guitar: ASPD +?
Skill damage divided by cooldown 17.41/42.24, skills total 334k/803k

Support DPS, greatly buffs the damage of other magical heroes.


LV1 stats without items:

  • Leather armor

 

  • Skill 1 – Shot [?%], -20% MDEF for 7sec (cooldown ~16sec) [test room 60k x3, 180k, without counting buff, 450k with]
  • Passive – ASPD +14, CastSpeed +15%
  • Skill 2 – Buffs self and every other magical hero for MATK +45% and Skill Damage +100% and Cast Speed +30% for 8sec (cooldown ~22sec) (in the first skill round lasts only enough for skill 3, then in the next skill round lasts for both skill 1 and skill 3, in cycle)
  • Soul Weapon skill – Hits and freezes all enemies [?%] (cooldown ~25sec) [test room 154k without counting buff, 353k with]
      • 6 Soul Weapon bonus:

    ?
    Soul Weapon stats: base MATK +50, MATK +9.1%
    max MATK +640, MATK +35%, Flee +10%, Cooldowns -10%, Cast Speed +20%

Element: Water

4: Hero List – Healers

All healers are magical heroes so they can be affected by Myst card like mages, to repeat skill casts.

Ophelia (recruit: story)
Magical melee
1 damage skill, 1 AoE
Test room normal attack damage: ?

+ Has the fastest and strongest healing, if only one hero is taking damage at a time
– Against AoEs will always try to heal one person at a time with her only healing skill’s cooldown if not fully healing from it yourself with a card

Hybrid of a healer and tank. Will fight melee and can actually tank well as a backup tank. (could be the only healer and tank of the team, especially with 3 ranged DPSs, except she doesn’t have a taunt skill so knockback/taunt cards could be necessary in certain cases then)


LV1 stats without items:

  • 32MATK 15ATK, 7INT 4DEX 3AGI 6LUK 2STR
  • 2170HP, 40DEF/44MDEF, 10VIT
  • Plate armor with shield

 

  • Skill 1 – Heals least-full hero and gives them a 10% HP shield (base cooldown 8sec)
  • Passive – HP +?, MDEF +?
  • Skill 2 – Buffs highest-ATK hero with +?% ATK for 12sec (base cooldown 35sec)
  • Soul Weapon skill – Forward AoE [?%], -8% DEF/MDEF for ?sec (base cooldown 22sec)
      • 6 Soul Weapon bonus:

    skill 3 damage +10%, on use self-heals 25%
    Soul Weapon stats: base MATK +50, Cooldowns -2.6%
    max MATK +640, Cooldowns -10%, Healing Skills +40%, HP +10%, DEF +40%

Element: Earth

 

Eline (recruit: Prontera)
Magical ranged
Test room normal attack damage: ?

Full Support priest, purely defensive healer that stays back and heals.
+ Has two heals and both AoE
+ Can temporarily buff DEF and debuff enemy ATK to support a tank even more
– Low damage


LV1 stats without items:

  • 43MATK 17ATK, 11INT 4DEX 3AGI 3LUK 2STR
  • 2080HP, 40DEF/58MDEF, 10VIT
  • Cloth armor

 

  • Skill 1 – Places a small AoE heal on the least-full hero, heals 3 times over 3 seconds [test room 24k x3, total 72k, with +30%MATK from buff 105k], enemies inside instead of being healed take [200%MATK x3] and get -25% ATK for 3sec (base cooldown 20sec)
  • Passive – Healing Skills +20%, MATK +20%
  • Skill 2 – Buffs party for +60% DEF and +30% MATK for 8sec (base cooldown 26sec)
  • Soul Weapon skill – Heals entire party for base 23k, buffs STR/DEX/INT +10% for 5sec (base cooldown 16sec)
      • 6 Soul Weapon bonus:

    skill 3 on use cures debuffs of entire party, and hits all enemies for only [100%MATK]
    Soul Weapon stats: base MATK +50, Healing Skills +9.1%
    max MATK +640, Healing Skills +35%, Cooldowns -7%, DEF +20%, HP +20%

Element: Holy

 

Charvel (recruit: dokebi right shop)
Magical ranged
1 damage skill, 1 AoE
Test room normal attack damage: 22k, staff: ASPD -8
Skills divided by cooldown 05.00/10.00, skills total 160k/320k, temporarily buffs ATK+MATK

Alternative Eline that’s slightly more offensive.


LV1 stats without items:

  • 43MATK 17ATK, 11INT 4DEX 3AGI 3LUK 2STR
  • 1976HP, 37DEF/56MDEF, 9VIT
  • Cloth armor

 

  • Skill 1 – Heals least-full hero also giving a heal-over-time for 5sec [test room 28k and 18k x5, total 118k], during the heal they get +20%-100% ATK and MATK increasing across the time (base cooldown 16sec)
  • Passive
  • Skill 2 – Entire party is immune to damage for 4sec (base cooldown 38sec)
  • Soul Weapon skill – Targeted AoE on enemy [620% MATK] that also heals allies in area buffing permanent +20% MDEF [test room 34k heal, damage 320k, or 160k without 6 soul weapon bonus] (base cooldown 32sec)
      • 6 Soul Weapon bonus:

    skill 3 has doubled damage, Stuns for 2sec, and heroes in area are cured of debuffs
    Soul Weapon stats: base MATK +50, MATK +7.8%
    max MATK +640, MATK +30%, Healing Skills +40%, Skill Damage +20%, Cooldowns -15%

Element: Holy

 

Neur (recruit: Morroc shortly after Maya)
Magical melee
1 damage skill, no AoE
Test room normal attack damage: 24k-32k, mace: ASPD -2
Skills divided by cooldown 33.58, skills total 2552k

Hybrid of a DPS and healer. Has only one heal which is singletarget and will keep meleeing enemies, but to really make use of his skills you need magical team cards: almost all of his damage comes from his soul weapon skill and it has charge time, Myst card will prepare it much faster and you need to time MATK/INT cards when he uses it to multiply the damage of the one hit.


LV1 stats without items:

  • Cloth armor with shield

 

  • Skill 1 – Heals least-full hero [test room 76k], gives Bypass DEF/MDEF +70% for 6sec and hits nearby enemies [?%] (cooldown ~15) [test room 13k x4, 52k]
  • Passive – MATK +8%, HP +7.5%
  • Skill 2 – Self-buffs MATK +15%, stacks up to 5 times (cooldown ~20sec, but will cast 3 or 4 times if using Myst card)
  • Soul Weapon skill – Can only use with 5 stacks. Does a singletarget melee hit [?%] and loses 4 stacks (cooldown 1sec, but without cards takes 1 minute and 23 seconds to prepare) [test room 2.5 million damage]

    Element: Holy

About

This guide was made by a F2P stuck in the story.

You can help fill this list by:

  • Using the pre-recruitment test room for heroes missing their test room damage (Kana, Cordelia/Ophelia)
  • Saying the no-equipment LV1 stats of heroes (must account for guild bonus), or max-level 5* stats with no items (must account for guild bonus)
  • Saying the full rank10 skill effects of a hero and their base skill cooldowns where not specified

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