Talent: Crimzonian Zeal
Physical damage increases as HP decreases*, up to (20%, 30%, 40%, 50%).
Will not die when suffering fatal damage, and gains the effect of "The Immortal" that lasts (1,2,2,3) turns. When "The Immortal" ends, Virash will die. This effect can trigger up to (3, 4, 5, 6) times per battle. (The effect cannot be immunized or dispelled).
*HP Thresholds for physical damage increase are 100%/<100%/<80%/<40% HP:
3★: 0/6/12/20%
4★: 0/9/18/30%
5★: 0/12/24/40%
6★: 0/15/30/50%
Bond Requirement:
Glory: Level 5 Intimacy.
Light: Level 10 Intimacy + Win 5 times in the Arena with Virash
Honor: Level 15 Intimacy + Promote to Sealord Vindicator
Toughness: Level 23 Intimacy + Complete GoF4 - "Battle of the Ruins" with Lambda's help
Strength: Level 25 Intimacy + Complete GoF5 - "Super Magic Cannon" with Rainforce's help
Level 70 Max Stats
Sealord Vindicator: 4155HP|614ATK|259INT|310DEF|252MDEF|150SKILL
Sword Master: 4472HP|582ATK|285INT|334DEF|271MDEF|150SKILL
Soldier Bonus
35%HP|40%ATK|15%DEF|10%MDEF
Blitz Bulwark
Armor: 509HP|59DEFDEF +10%. When the hero takes fatal damage and does not die, gain 1 random buff.
Awakening Skill: Lunar Surge (Estimated Global Release: 2021/5/6)
Cost: 3 / CD: 3 / Range: 1 / Span: Single
[Passive] When [The Immortal] is active, terrain is treated as water, and when actively attacking and entering battle, this unit is immune to fixed damage.
[Physical Damage] Attacks a single enemy for 1.5x damage. 2.0x if this unit is in water. After ending action, if there are no allies within 2 blocks, then CD-1 for this skill.
Classes & Soldiers
Starting Class: Fighter
Soldiers: Merman
Aquatic Class: Sealord Gladiator → Sealord Vindicator
Soldiers: Merman Lord, Monk → Tide Master, Exorcist
Infantry Class: Swordsman → Sword Master
Soldiers: Elite Infantry, Elite Lancer → Heavy Infantry, Vanguard Lancer
Lancer Class: Vanguard
Soldiers: Amazon, Warrior
Training Ground Soldiers: Lizardman, Berserker, Amazon Champion
Fighter
Tidal Surge Cost: 2 / CD: 3 / Range: Self / Span: Single
[Assist] When cast, all passable terrain are treated as Water. Lasts 2 turns. When cast, can move an extra 2 blocks and attack.
Aqua Blast Cost: 2 / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.5x damage on land, and 2x damage in water.
Sealord Gladiator
ATK Break Cost: 1
[Passive] Before entering combat, 50% chance inflict ATK/INT-20% for 1 turn.
Swordsman
Last Stand Cost: 1
[Passive] When entering battle with HP lower than 50%, DEF/MDEF+10%.
Vanguard
Backbreaker Cost: 1 / CD: 1 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.2x damage. If the target is not guarded, target will be moved behind user after combat.
Sealord Vindicator
Skill Support (S) Cost: 1
[Passive] After action, increase Skill of 1 adjacent ally by 20%, as well as giving immunity to "Heal Reversal" (damage from outgoing heals) and "Cannot Act Again". Lasts 1 round.
Defense Command Cost: 2
[Passive] DEF+10% to all allies within 2 spaces.
Sword Master
Roar Cost: 2 / CD: 2 / Range: 1 / Span: Single
[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, dispels 2 buffs from the enemy and inflict ATK/INT-20% for 1 turn.
Precaution Cost: 1
[Passive] When attacking and entering battle, DEF+12%.
Heart Bond
Level 4
Sealord Vindicator: When unit HP < 70%, damage taken in battle -10%.
Sword Master: When actively attacking and entering battle, unit damage taken -10%.
Level 7
Sealord Vindicator: When attacked and entering battle, damage dealt +10%.
Sword Master: When battling enemies with debuffs, damage dealt +10%.
Level 10
+5% All Hero's Stats