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