Ilucia
Talent: Floating Petals
When in water, this unit's movement type is considered "Aquatic"*, and physical damage taken -(10, 13, 16, 20)%. Will not die when taking fatal damage, instead recovering (10,13,16,20)% HP. Can only activate once per battle.
After being attacked and entering battle, cause enemy's terrain to be considered [In Water], lasts 2 turns. If enemy unit is already [In Water], then have a (20,30,40,50)% chance to stun the enemy. Lasts 1 turn.
*The movement type portion of this Talent was added on CN in the patch that introduces Licorice and Renata.
Bond Requirements
Defense: Complete GoF with Knight of Mystery's help
Attack: Complete GoF with Oliver's help
Level 70 Max Stats
Serpent Master: 4717HP|504ATK|247INT|371DEF|267MDEF|103SKL
Royal Vanguard: 5372HP|448ATK|247INT|403DEF|212MDEF|88SKL
Soldier Bonus
40%HP|10%ATK|35%DEF|15%MDEF
Awakening: Frozen Clutch
Cost: 3 / CD: 4 / Range: Self / Span: Single
[Passive] Take physical damage for adjacent allies. When in water, replace ATK with 1.4x DEF.
[Active] Guard range increases to 2 spaces, gain buffs [Water Control] and [Frozen Clutch]: "[Command] All enemy units within 2 spaces are considered "In Water", and cannot act again." Lasts 2 turns.
Classes & Soldiers
Starting Class: Pirate
Soldiers: Merman
Aquatic Class: Serpent Knight → Serpent Master
Soldiers: Merman Lord, Elite Infantry → Tide Master, Highland Warrior
Lancer Class: Vanguard → Royal Vanguard
Soldiers: Rock Golem, Elite Cavalry → Stone Colossus, Heavy Cavalry
Training Ground Soldiers: Tidal Elf, Lava Titan, Hellhound
Pirate
Triton Cost: 2 / CD: 3 / Range: Self / Span: Single
[Passive] Takes Physical Damage for adjacent friendly units. When in water, converts 1.4x DEF into ATK.
[Active] Guard range increases to 2. Gain [Water Control]. Lasts 2 turns.
Enduring Journey Cost: 1
[Passive] At the end of action, if damage was not dealt, recover 20% of unit's HP and gain [Water Control]. Lasts 2 turns.
Serpent Knight
Chain Hook Cost: 2 / CD: 3 / Range: 4 / Span: Single
[Physical Damage] Directly deals 0.25x damage to one enemy and pulls them from up to 4 blocks away. Inflicts movement-2. Lasts 1 turn.
Vanguard
Heavy Shield Cost: 2
[Passive] When attacked with a melee attack, 25% chance to reduce damage taken by 50%.
Serpent Master
Surf's Up Cost: 2 / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.5x damage. After combat, treat all passable terrain as water when moving. Lasts 1 turn.
Ephemeral Illusion Cost: 2 / CD: 5 / Range: Self / Span: 3
[Physical Damage] Attacks enemies within 3 spaces, dealing 0.2x AoE damage, and inflicts ranged soldiers with range-1, lasts 2 turns. If the enemy is [In Water], then they will be silenced, lasts 2 turns. After use, gain [In Water], lasts 2 turns.
Royal Vanguard
Tenacity Cost: 1
[Passive] When attacked, DEF+5% before combat. Lasts 1 turn. Can be stacked.
Skill Swagger Cost: 2
[Passive] At the end of action, Skill-20% to all enemies within 2 squares. Lasts 1 turn.
Analysis Videos/Guides
Heart Bond
Level 4
Serpent Master: AoE Damage Taken -10%.
Royal Vanguard: When attacking and entering battle, damage taken -10%.
Level 7
Serpent Master: When in water, physical damage dealt +10%.
Royal Vanguard: When actively attacking, soldier damage +20%.
Level 10
+5% All Hero's Stats