Rank 4

Creature Spell Before Now
Fire Ukyo Main stats HP – 3618

ATK – 591

DEF – 346

HP – 3479

ATK – 747

DEF – 353

Water Ukyo Main stats HP – 3567

ATK – 676

DEF – 336

HP – 3527

ATK – 724

DEF – 370

Air Ukyo Main stats HP – 3596

ATK – 559

DEF – 375

HP – 3607

ATK – 763

DEF – 349

Air Ukyo 2nd Spell Attacks an enemy and makes them bleed for 2 turns. If has 5 Concentration points explodes all the active bombs of the enemies dealing 125% extra damage. Attacks an enemy and makes them bleed for 2 turn(s). If has 4 Concentration points regenerates self by 25% for 2 turn(s) and grant self divine shield for 2 turn(s).
Water Haohmaru Main stats HP – 3564

ATK – 613

DEF – 371

HP – 3408

ATK – 747

DEF – 384

Air Haohmaru Main stats HP – 3574

ATK – 633

DEF – 339

HP – 3541

ATK – 754

DEF – 380

Earth Haohmaru Main stats HP – 3652

ATK – 643

DEF – 316

HP – 3626

ATK – 723

DEF – 338

Fire Nakoruru Main stats HP – 3632

ATK – 645

DEF – 315

HP – 3454

ATK – 759

DEF – 352

Air Nakoruru Main stats HP – 3640

ATK – 602

DEF – 377

HP – 3561

ATK – 712

DEF – 340

Earth Nakoruru Main stats HP – 3495

ATK – 634

DEF – 392

HP – 3478

ATK – 726

DEF – 320

Air Rimururu 2nd Spell Increased damages for the increase based on active beneficial effects.
Air Rimururu 3rd Spell Increased overall damages of the spell.
Fire Deva Evolved Stat Resistance Accuracy
Water Deva 2nd Spell Attacks an enemy amplifying incoming damage at an enemy by 40%, and decreases their defense, for 2 turns. Attacks an enemy increasing attack based on own critical damage. Amplifies the enemy incoming damage by 40% for 2 turn(s) and decreases their defense for 2 turn(s).
Water Deva 3rd Spell Attacks all enemies, increasing critical chance and lowers their turn bar by 30%. 65% chance of freezing them for 1 turn.

Skill up:

Damage +5%

Effect Probability +5%

Damage +10%

Effect Probability +5%

Damage +10%

Effect Probability +15%

Damage +10%

Attacks all enemies, increasing critical chance and lowers their turn bar by 30%. If attack is critical, steals 10% of their turn bar and drains their HP. Drain is 75% of own attack. 75% chance of freezing them for 1 turn(s).


Skill up:

Damage +10%

Effect Probability +5%

Damage +10%

Effect Probability +5%

Effect turns +1

Effect Probability +15%

Damage +15%

Earth Dragon 2nd Spell Attacks an enemy with a damage increase based on own max HP. If attack is critical, heals all allies by 20% of own max HP and stuns the enemy for 1 turn.

Skill ups:

Damage +5%

Damage +5%

Damage +5%

Damage +5%

Damage +10%

Heal +5%

Attacks an enemy with a damage increase based on own max HP. If self HP is 90% or above: refills the turn bar of all allies by 20%. If self HP is below 90%: heals all allies by 20% of own max HP.

Skill ups:

Damage +5%

Damage +5%

Damage +5%

Damage +5%

Damage +10%

Damage +10%

Earth Dragon 3rd Spell Grants self invincibility against all sources of damage, and body shield to all other allies, for 2 turns. 65% chance of muting all enemies for 1 turn. Grants self invincibility against all sources of damage for 2 turn(s). Then, grants body shield, mail of thorns and increased defense to all other allies for 2 turns. 65% chance of increasing all cooldowns of all enemies by 2.
Fire Rakshasa 2nd Spell Attacks an enemy, inflicting great damage, and decrease their attack for 2 turns. Then, steals 2 beneficial effects from the enemy. Attacks an enemy, inflicting great damage, and decrease their attack for 2 turn(s). Then, steals 2 beneficial effects and 30% of the turn bar from the enemy.
Fire Rakshasa 3rd Spell Teams up with 3 other allies to attack an enemy. 50% chance of transferring them 2 own harmful effects. 50% chance of refilling the turn bar of all allies by 30%.

Skill ups:

1st effect probability 5%

1st effect probability 5%

1st effect probability 5%

1st effect probability 10%

Cooldown time -1

1st effect probability 10%

1st effect probability 10%

Teams up with 3 other allies to attack an enemy and decrease their defense for 2 turn(s). 75% chance of transferring them 2 own harmful effects. 75% chance of refilling the turn bar of all allies by 30%.

Skill ups:

1st effect probability 5%

2nd effect probability 5%

1st effect probability 10%

2nd effect probability 10%

Cooldown time -1

1st effect probability 10%

2nd effect probability 10%

Water Rakshasa 2nd Spell Increases own attack, speed, and critical damage, for 2 turns. Then refills own turn bar by 60%.

Skill ups:

Turn bar increment +5%

Turn bar increment +5%

Turn bar increment +10%

cooldown time -1

Attacks all enemies and steals 5% of their turn bar. Then, increases own attack, speed, critical damage, and critical chances, for 2 turns.

Skill ups:

Turn bar steal +5%

Turn bar steal +5%

Turn bar steal +5%

Cooldown time -1

Water Rakshasa 3rd Spell 80% chance of decreasing defense of all enemies for 1 turn. Then, attacks all of them. 80% chance of decreasing speed of all enemies for 1 turn. Then, attacks all of them ignoring 50% of their defense.

Due to a translation issue, the description on all languages, except English, will display “decrease defense” instead of “decrease speed”. We will correct the description with the next update.

Air Rakshasa 3rd Spell Attacks all enemies with an attack increased based on own speed and increase their cooldowns by 1. Attacks all enemies with an attack increased based on own speed and increase their cooldowns by 2.
Earth Rakshasa 2nd Spell Attacks an enemy, inflicting huge damage. 20% chance of attacking all enemies instead. Both actions will decrease the attack of the enemy(s) for 2 turns. Attacks all enemies inflicting huge damages and decrease their attack for 2 turn(s). 50% chance to steal 2 beneficial effects from them.
Earth Rakshasa Evolve Stat Resistance Crit damage
Water Necro 2nd Spell Swaps the % of HP with an enemy, puts their spells in cooldown and prevents them from receiving healing effects for 2 turn(s). Swaps the % of HP with an enemy, steal 3 of their beneficial effects, transfers them 3 of own harmful effects and implants a parasite that devours 10% of their HP, increasing by 8% each lapsing turn.
Water Necro Passive Provides a shelter that reduces incoming damages by 90%. 40% chance of poisoning an enemy attacker. Sacrifice self by 30% of own HP every turn. Provides a shelter that reduces incoming damages by 90%. 40% chance of poisoning an enemy attacker. Sacrifice self by 15% of own HP every turn.
Water Necro Aura 5% chances to deactivate the auras of the enemies at the beginning of each wave.

Probability +2%

Probability +3%

Probability +5%

Probability +10%

5% chances to deactivate the auras of the enemies at the beginning of each wave.

Probability +5%

Probability +10%

Probability +15%

Probability +25%

Fire Ar-Kenos New role –

Attacker

HP – 3806

ATK – 562

DEF – 385

SPD – 77

CRIT % – 25%

CRIT DMG – 150%

ACC -25%

RES – 10%

HP – 3756

ATK – 712

DEF – 364

SPD – 74

CRIT % – 30%

CRIT DMG – 150%

ACC -15%

RES – 15%

Earth Ar-Kenos 2nd Spell Decrease the resistance, the defense and the speed of all the enemies for 2 turns. Then mark them with 2 focus marks. Reusable in 5 turn(s). Decrease the resistance, the defense and the speed of all the enemies for 2 turn(s). Then mark them with 2 Focus marks. Reusable in 4 turn(s).
Earth Ar-Kenos 3rd Spell Attacks an enemy and lowers their turn bar by 100%. If the enemy is marked with 3 Focus mark, teams up with 3 allies,refills the turn bar of all allies by 20% and reduce their cooldowns by 1.

Skill ups:

Damage +5%

Damage +5%

Turn bar increment +5%

Turn bar increment +5%

Turn bar increment +10%

Cooldown Time -1

Teams up with 2 allies to attack an enemy and lowers their turn bar by 100%. If the enemy is marked with 3 Focus mark, removes 3 of their beneficial effects, blocks them from receiving any beneficial effect for 2 turn(s) and reduce the cooldowns of all allies by 1.

Skill ups:

Purge +1

Effect turns +1

Decrease Cooldown +1

Allies +1

Cooldown Time -1

Cooldown Time -1

Earth Panda New role – Attacker HP – 5278

ATK – 442

DEF – 396

SPD – 66

CRIT % – 15%

CRIT DMG – 150%

ACC -15%

RES – 30%

HP – 3668

ATK – 667

DEF – 342

SPD – 71

CRIT % – 30%

CRIT DMG – 150%

ACC -15%

RES – 15%

Earth Vampire 2nd Spell Attacks an enemy and prevents self from receiving direct damages for 1 turn. Then, protects self with a crystalline veil, bouncing back incoming negative effects to the original caster for 1 turn(s). Reusable in 3 turn(s). Attacks an enemy and prevents self from receiving direct damages for 1 turn. Then, protects all allies with a crystalline veil, bouncing back incoming negative effects to the original caster for 1 turn(s) and decrease their cooldowns by 1. Reusable in 4 turn(s).
Earth Vampire 3rd Spell Attacks all enemies, taunt them, decreases their attack and drains their HP for 2 turns. Drain is 125% of own attack. Then spreads the damages received among all allies for 2 turns. Attacks all enemies, decreases their attack and speed for 2 turn(s)Grants all allies minus self reverse damages for 2 turn(s) and self-spread damages for 2 turn(s).
Air Giant 2nd Spell Attacks an enemy, inflicting moderate damage with increasing attack based on own max HP. 50% chance of putting all their skills on cooldown. Attacks an enemy increasing attack based on own max HP. 80% chance of putting all their skills on cooldown.
Air Giant 3rd Spell Taunts all enemies, mutes them locking their special skills, then reflect damage and shelters self from 40% incoming damage, for 2 turns. Taunts all enemies, blocks them from receiving healing effect and beneficial effects for 1 turn(s). Then reflects damages and shelters self from 40% incoming damage, for 2 turns.
Fire Daimyo 2nd Spell Double attacks an enemy and drains their HP. Drain is 70% of own attack. Then, increases the duration of their harmful effects by 1 turn. Double attacks an enemy and drains their HP. Drain is 150% of own attack. Then, increases the duration of their harmful effects by 1 and prevents them from receiving beneficial effects for 1 turn(s).
Fire Daimyo 3rd Spell Attack all enemies and amplifies their incoming damage by 40% for 2 turns. Then, obtain counter-attack for 2 turns. Attack all enemies, amplifies their incoming damage by 40%, mutes them and prevents them from being revived for 2 turns. Then, obtain counter-attack for 2 turns.

 

Rank 3

Creature Spell Before Now
Griffin Earth 2nd Spell Increased overall damages of the spell.
Griffin Earth 3rd Spell Increased overall damages of the spell.
Fox Fire 2nd Spell Cast a shield on an ally, providing shelter of 15% max HP for 3 turns. Cast a shield on an ally, providing shelter of 15% max HP for 3 turns. Then, increases the accuracy and attack for 3 turns.
Fox Fire 3rd Spell Attacks all enemies. 50% chance of stunning them for 1 turn. Attacks all enemies and decreases their resistance for 2 turns. 50% chance of stunning them for 1 turn.
Fox Water 3rd Spell Heals all allies by 30% of their max HP, increases their critical chance for 1 turn and refills their turn bar by 15%. Heals all allies by 30% of their max HP, increases their critical chance for 1 turn and refills their turn bar by 30%.
Fox Air 2nd Spell Attacks all enemies, inflicting moderate damage. 65% chance of decreasing their speed, and 65% chance of putting them to sleep for 1 turn.

Skill ups:

First Effect Probability +5%

First Effect Probability +5%

Second Effect Probability +10%

Cooldown Time -1

Attacks all enemies and decreases their speed for 1 turn. 65% chance of putting them to sleep for 1 turn.

Skill ups:

Effect Probability +5%

Effect Probability +10%

Effect Probability +10%

Cooldown Time -1

Fox Air 3rd Spell Casts a shield on all allies, providing shelter of 25% max HP for 2 turns. Casts a shield on all allies, providing shelter of 25% max HP for 2 turns and increases their attack and their accuracy for 2 turns.

 

Rank 2

Spell Before Now
Basilisk Fire 2nd Spell Attacks an enemy and amplifies their incoming damage by 40% for 1 turn(s). Attacks an enemy and amplifies their incoming damage by 40% for 1 turn(s). Then, blocks them from receiving beneficial effects for 1 turn(s).
Basilisk Fire 3rd Spell Attacks an enemy, increasing the attack damage based on own speed and poisons them for 2 turns. Then, blinds all enemies for 1 turn(s). Attacks an enemy, increasing the attack damage based on own speed and poisons them twice for 2 turns. Then, blinds all enemies for 1 turn(s).
Griffin Fire 2nd Spell Increased overall damages of the spell.
Griffin Fire 3rd Spell Increased overall damages of the spell.
Griffin Water 2nd Spell Increased overall damages of the spell.
Griffin Water 3rd Spell Increased overall damages of the spell.
Griffin Air 2nd Spell Increased overall damages of the spell.
Griffin Air 3rd Spell Increased overall damages of the spell.
Sphinx Fire 2nd Spell Attacks an enemy, inflicting moderate damage with an attack increase based on own max HP. 25% chance of stunning them for 1 turn. Attacks an enemy increasing attack based on own max HP. 50% chance of stunning them for 1 turn.
Sphinx Water 2nd Spell Attacks an enemy, with 50% chance of muting them, locking their special abilities for 1 turn.

Skill ups:

Effect Probability +5%

Damage +5%

Damage +5%

Effect Probability +5%

Effect Probability +10%

Cooldown Time -1

Attacks an enemy and mutes them locking their special abilities for 1 turn.

Skill ups:

Damage +5%

Damage +5%

Damage +5%

Effect Turns +1

Damage +10%

Cooldown Time -1

Sphinx Water 3rd Spell Attacks all enemies and decreases their speed for 2 turns. 30% chance of lowering 30% of their turn bar.

Skill ups:

Effect Probability +5%

Effect Probability +5%

Effect Probability +10%

Effect Probability +15%

Attacks all enemies and decreases their speed for 2 turns. 50% chance of lowering 30% of their turn bar.

Skill ups:

Effect Probability +10%

Turn bar reduction +5%

Effect Probability +15%

Turn bar reduction +5%

Sphinx Air 2nd spell Attacks an enemy with an attack increase based on own defense. 60% chance of causing enemy attacks to miss with 50% chance, for 2 turns. If attack is critical, then own turn bar is increased by 25%. Attacks an enemy with an attack increase based on own defense. 50% chance of causing all enemies attacks to miss with 50% chance, for 2 turns. If attack is critical, lowers the turn bar of all enemies by 15%.

 

Zombie Call Skeleton

Creature

Spell

Before

Now

Zombie Call Skeleton Main Stats HP – 3487

ATK – 298

DEF – 208

SPD – 65

CRIT % – 15%

CRIT DMG – 150%

ACC – 15%

RES – 30%

HP – 3684

ATK – 585

DEF – 339

SPD – 70

CRIT % – 15%

CRIT DMG – 150%

ACC – 50%

RES – 30%