Tsubame Derura

Talent: Silent Wing

For every enemy within (1, 2, 2, 3) spaces, ATK and SKILL are increased by (2, 4, 6, 8)%, up to (6, 12, 18, 24)%.

At the end of action, if no damage has been dealt or taken, and there are no enemies within 2 rings, gain [Hide]: "Cannot be targeted by enemy's normal attacks or be chosen as the target of a skill. Cannot be dispelled. This effect wears off after taking or dealing damage or if there is an enemy within 1 space." Gaining [Hide] via this Talent has a cooldown of (4, 3, 3, 2) turns.

Bond Requirement:

  • Glory: Level 5 Intimacy.

  • Light: Level 10 Intimacy + Clear Time Rift 3-6 with Tsubame

  • Honor: Level 15 Intimacy + Clear Time Rift 3-1 Elite with Tsubame

  • Toughness: Level 23 Intimacy + Complete GoF4 - "King of the Kitchen Contest: Battle 4" with Maiya's help

  • Strength: Level 25 Intimacy + Complete GoF5 - "King of the Kitchen Contest: Battle 5" with Florentia's help

Level 70 Max Stats

  • Shadow: 3891HP|533ATK|240INT|250DEF|257MDEF|336SKILL

  • Ranger: 3442HP|533ATK|240INT|230DEF|313MDEF|261SKILL

Soldier Bonus

  • 10%HP|40%ATK|10%DEF|40%MDEF

Awakening: Killing Machine

Cost: 3 / CD: 4 / Range: 2 / Span: Single

[Physical Damage] Ignores guard and attacks a single enemy, dealing 1.4x damage. Critical hit rate is increased by 20%. When successfully defeating an enemy, may move 2 blocks after battle. After ending action, if there are no enemies within 2 rings, then this unit will gain [Hide]: "Cannot be targeted by enemy's normal attacks or be chosen as the target of a skill. Lasts 1 turn. Cannot be dispelled. This effect wears off after taking or dealing damage or if there is an enemy within 1 space."

Classes & Soldiers

Starting Class: Bandit

Soldiers: Thief

Assassin Class: Ninja → Shadow

Soldiers: Ambusher, Kunoichi → Bandit, Mist Dancer

Archer Class: Sniper → Ranger

Soldiers: Ballista, Sharpshooter → Elf Master, Demon Hunter

Infantry Class: Swordsman

Soldiers: Elite Infantry, Elite Cavalry

Training Ground Soldiers: Shinobi, Earth Elf Knight, Catapult

Bandit

Shadow Raid Cost: 2 / CD: 2 / Range: 2 / Span: Single

[Physical Damage] Ignores guard and deals 1.3x damage.

Backstab Cost: 1

[Passive] When actively attacking and entering combat, if the target unit's health is 100%, deal fixed damage once before combat. (Damage is 2x Hero's ATK)

Ninja

Smoke Cost: 1

[Passive] When actively entering combat, 30% chance to reduce all damage taken by 30% after battle. Lasts 1 turn.

Sniper

Snare Cost: 2 / CD: 2 / Range: 2 / Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Effective against Fliers. After battle, reduce enemy's mobility by 1. Lasts 1 turn. Cannot be dispelled.

Swordsman

DEF Intimidate Cost: 2

[Passive] At the end of action, DEF-15% to all enemy units within 2 squares. Lasts 1 turn.

Shadow

Instant Flash Cost: 1

[Passive] When HP>90%, if SKILL is higher than the enemy's before entering battle, this unit will attack first.

Shadow Steal Cost: 2 / CD: 2 / Range: 7 / Span: Line

[Active] Teleports unit to the furthest space in this skill's range. Steals 1 random buff from each enemy unit passed through in this manner.

Ranger

Quick Step Cost: 2 / CD: 2 / Range: Self / Span: Single

[Assist] After use, increase skill by 30%. Lasts 2 turns. After use may move another 2 blocks and attack.

Ninjutsu Cost: 1

[Passive] All passable terrain are treated as "Plains". If the terrain increases DEF, ATK increases by the same value.

Heart Bond

Level 4

  • Shadow: When attacking and entering battle, damage taken -10%.

  • Ranger: When attacked by an enemy with debuffs, damage taken -10%.

Level 7

  • Shadow: When attacked and entering battle, damage dealt +10%.

  • Ranger: When unit HP > 80%, critical damage +10%.

Level 10

  • +5% All Hero's Stats

Analysis Videos/Guides