Ballaw
No Club
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FRANK WOLFF
lvl
35
3
7
FRANK WOLFF

Power: 219

HERO; DEFENSE; WILDS; JUNGLE CRUISE; ADVENTURER

Offense:
264
Defense:
137
Health:
4,137
Recovery:
0
Crit Chance:
5.00%
Crit Power:
150.00%
Speed:
98
Potency:
8.00%
Tenacity:
5.00%
Precision:
0.00%
Evasion:
0.00%
Attack Speed:
16

Swap Sorcerer Stone for stat changes:

Visit the generic character pages to see maxed characters

Crushed Coconut
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
If Frank has a Helpful effect, this ability deals a Critical Strike.
Requires Gear Tier 3
50
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
100
70
17,000
Level 4
+15% chance to gain Offense Up.
Requires Gear Tier 7
125
90
25
82,500
Level 5
+50% damage dealt.
Requires Gear Tier 9
150
120
50
158,750
35
Deal up to 244 damage to target opponent. 30% chance (+10% chance per 'Adventurer' teammate) to gain Offense Up for 1 turn before damage is applied.
Deal up to 244 damage to target opponent. 30% chance (+10% chance per 'Adventurer' teammate) to gain Offense Up for 1 turn before damage is applied.

If Frank has a Helpful effect, this ability deals a Critical Strike.
Deal up to 366 damage to target opponent. 30% chance (+10% chance per 'Adventurer' teammate) to gain Offense Up for 1 turn before damage is applied.

If Frank has a Helpful effect, this ability deals a Critical Strike.
Deal up to 366 damage to target opponent. 45% chance (+10% chance per 'Adventurer' teammate) to gain Offense Up for 1 turn before damage is applied.

If Frank has a Helpful effect, this ability deals a Critical Strike.
Deal up to 488 damage to target opponent. 45% chance (+10% chance per 'Adventurer' teammate) to gain Offense Up for 1 turn before damage is applied.

If Frank has a Helpful effect, this ability deals a Critical Strike.
The Backside of Water
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
Reduce Speed meter by 30% (+10% per 'Adventurer' teammate).
Requires Gear Tier 3
50
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
100
70
17,000
Level 4
+10% Speed Meter reduction.
Requires Gear Tier 7
125
90
25
82,500
Level 5
+50% damage dealt.
Requires Gear Tier 9
150
120
50
158,750
35
Deal up to 236 damage to all opponents. 50% chance to inflict Slow for 1 turn.

Frank gains: Defense Up for 1 turn. 1 Undefeatable per 'Adventurer' teammate, up to a max of 5. 1 Protect per 'Adventurer' teammate, up to a max of 5.
Deal up to 236 damage to all opponents. 50% chance to inflict Slow for 1 turn. Reduce Speed meter by 30% (+10% per 'Adventurer' teammate).

Frank gains: Defense Up for 1 turn. 1 Undefeatable per'Adventurer'teammate, up to a max of 5. 1 Protect per 'Adventurer' teammate, up to a max of 5.
Deal up to 355 damage to all opponents. 50% chance to inflict Slow for 1 turn. Reduce Speed meter by 30% (+10% per 'Adventurer' teammate).

Frank gains: Defense Up for 1 turn. 1 Undefeatable per'Adventurer'teammate, up to a max of 5. 1 Protect per 'Adventurer' teammate, up to a max of 5.
Deal up to 355 damage to all opponents. 50% chance to inflict Slow for 1 turn. Reduce Speed meter by 40% (+10% per 'Adventurer' teammate).

Frank gains: Defense Up for 1 turn. 1 Undefeatable per'Adventurer'teammate, up to a max of 5. 1 Protect per 'Adventurer' teammate, up to a max of 5.
Deal up to 473 damage to all opponents. 50% chance to inflict Slow for 1 turn. Reduce Speed meter by 40% (+10% per 'Adventurer' teammate).

Frank gains: Defense Up for 1 turn. 1 Undefeatable per'Adventurer'teammate, up to a max of 5. 1 Protect per 'Adventurer' teammate, up to a max of 5.
A Very Vine Maneuver
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
If Lily is a teammate, Lily uses her 'Just Zipping By' ability on target regardless of Magic charge.
Requires Gear Tier 4
100
70
17,000
Level 3
+50% damage dealt.
Requires Gear Tier 6
125
85
25
26,000
Level 4
+1 Vulnerable.
Requires Gear Tier 8
200
100
50
145,000
Level 5
+50% damage dealt.
Requires Gear Tier 10
200
150
75
223,750
65
Deal up to 347 damage to target and flanking opponents. Inflict Defense Down for 1 turn. If Frank has a Helpful effect, inflict 1 Vulnerable.

Grant 'Adventurer' teammates Defense Up for 1 turn.
Deal up to 347 damage to target and flanking opponents. Inflict Defense Down for 1 turn. If Frank has a Helpful effect, inflict 1 Vulnerable.

Grant 'Adventurer' teammates Defense Up for 1 turn.

If Lily is a teammate, Lily uses her 'Just Zipping By' ability on target regardless of Magic charge.
Deal up to 520 damage to target and flanking opponents. Inflict Defense Down for 1 turn. If Frank has a Helpful effect, inflict 1 Vulnerable.

Grant 'Adventurer' teammates Defense Up for 1 turn.

If Lily is a teammate, Lily uses her 'Just Zipping By' ability on target regardless of Magic charge.
Deal up to 520 damage to target and flanking opponents. Inflict Defense Down for 1 turn. If Frank has a Helpful effect, inflict 2 Vulnerable.

Grant 'Adventurer' teammates Defense Up for 1 turn.

If Lily is a teammate, Lily uses her 'Just Zipping By' ability on target regardless of Magic charge.
Deal up to 693 damage to target and flanking opponents. Inflict Defense Down for 1 turn. If Frank has a Helpful effect, inflict 2 Vulnerable.

Grant 'Adventurer' teammates Defense Up for 1 turn.

If Lily is a teammate, Lily uses her 'Just Zipping By' ability on target regardless of Magic charge.
Not Kitten Around
Level 1
Unlocks this Ability.
Requires Gear Tier 3
Level 2
If affected teammate is Lily, Frank and Lily both gain the following: 30% Speed Meter. Defense Up for 1 turn.
Requires Gear Tier 5
125
85
25
26,000
Level 3
+50% damage dealt for Proxima abilities. +5% Health and +10% Defense for Proxima.
Requires Gear Tier 7
200
100
50
120,000
Level 4
+50% damage dealt for Proxima abilities. +5% Health and +10% Defense for Proxima.
Requires Gear Tier 9
200
150
75
216,250
35
Level 5
+50% damage dealt for Proxima abilities. +5% Health and +10% Defense for Proxima.
Requires Gear Tier 10
200
200
125
328,750
85
When an 'Adventurer' teammate falls below 30% Health, gain 1 Protect.
Frank gains 5% Offense and 5% Defense per Protect, Undefeatable, and Evasion on him, up to a max of 10 in total.

When Frank loses a Protect and Proxima is not already on the field, summon Proxima to a random location.

Proxima has 2,069 Health and 69 Defense and has the following abilities:

Basic: Deal up to 264 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 528 damage to target opponent. If target has a Harmful effect, this ability deals a Critical Strike. If this ability deals a Critical Strike, inflict 1 Vulnerable.

Passive A: 60% chance to assist 'Adventurer' teammates when they use their basic attack. This is guaranteed if teammate is Frank.
When an 'Adventurer' teammate falls below 30% Health, gain 1 Protect.
If affected teammate is Lily, Frank and Lily both gain the following: 30% Speed Meter. Defense Up for 1 turn.

Frank gains 5% Offense and 5% Defense per Protect, Undefeatable, and Evasion on him, up to a max of 10 in total.

When Frank loses a Protect and Proxima is not already on the field, summon Proxima to a random location.

Proxima has 2,069 Health and 69 Defense and has the following abilities:

Basic: Deal up to 264 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 528 damage to target opponent. If target has a Harmful effect, this ability deals a Critical Strike. If this ability deals a Critical Strike, inflict 1 Vulnerable.

Passive A: 60% chance to assist 'Adventurer' teammates when they use their basic attack. This is guaranteed if teammate is Frank.
When an 'Adventurer' teammate falls below 30% Health, gain 1 Protect.
If affected teammate is Lily, Frank and Lily both gain the following: 30% Speed Meter. Defense Up for 1 turn.

Frank gains 5% Offense and 5% Defense per Protect, Undefeatable, and Evasion on him, up to a max of 10 in total.

When Frank loses a Protect and Proxima is not already on the field, summon Proxima to a random location.

Proxima has 2,172 Health and 75 Defense and has the following abilities:

Basic: Deal up to 396 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 792 damage to target opponent. If target has a Harmful effect, this ability deals a Critical Strike. If this ability deals a Critical Strike, inflict 1 Vulnerable.

Passive A: 60% chance to assist 'Adventurer' teammates when they use their basic attack. This is guaranteed if teammate is Frank.
When an 'Adventurer' teammate falls below 30% Health, gain 1 Protect.
If affected teammate is Lily, Frank and Lily both gain the following: 30% Speed Meter. Defense Up for 1 turn.

Frank gains 5% Offense and 5% Defense per Protect, Undefeatable, and Evasion on him, up to a max of 10 in total.

When Frank loses a Protect and Proxima is not already on the field, summon Proxima to a random location.

Proxima has 2,275 Health and 82 Defense and has the following abilities:

Basic: Deal up to 528 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 1,056 damage to target opponent. If target has a Harmful effect, this ability deals a Critical Strike. If this ability deals a Critical Strike, inflict 1 Vulnerable.

Passive A: 60% chance to assist 'Adventurer' teammates when they use their basic attack. This is guaranteed if teammate is Frank.
When an 'Adventurer' teammate falls below 30% Health, gain 1 Protect.
If affected teammate is Lily, Frank and Lily both gain the following: 30% Speed Meter. Defense Up for 1 turn.

Frank gains 5% Offense and 5% Defense per Protect, Undefeatable, and Evasion on him, up to a max of 10 in total.

When Frank loses a Protect and Proxima is not already on the field, summon Proxima to a random location.

Proxima has 2,379 Health and 89 Defense and has the following abilities:

Basic: Deal up to 660 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 1,320 damage to target opponent. If target has a Harmful effect, this ability deals a Critical Strike. If this ability deals a Critical Strike, inflict 1 Vulnerable.

Passive A: 60% chance to assist 'Adventurer' teammates when they use their basic attack. This is guaranteed if teammate is Frank.
Captain of the Jungle Cruise
Level 1
Unlocks this Ability.
Requires Gear Tier 4
Level 2
In Club Adventures: Start the battle with 1 Guaranteed Crit and Haste for 1 turn. When Health falls below 30%, immediately take a Bonus Turn.
Requires Gear Tier 6
200
100
50
40,000
Level 3
+3% Critical Chance.
Requires Gear Tier 8
300
150
75
217,500
Level 4
+5% Speed Meter gain. +5% Speed Meter reduction.
Requires Gear Tier 9
325
200
125
332,500
50
Level 5
+3% Critical Chance.
Requires Gear Tier 10
325
250
175
448,750
115
'Adventurer' teammates gain the following:

15% Crit Chance.
When dealing a Critical Hit, gain 10% Speed Meter and reduce target's Speed Meter by 10%.
When Health falls below 30%, gain 1 Evasion and 1 Undefeatable.
'Adventurer' teammates gain the following:

15% Crit Chance.
When dealing a Critical Hit, gain 10% Speed Meter and reduce target's Speed Meter by 10%.
When Health falls below 30%, gain 1 Evasion and 1 Undefeatable.

In Club Adventures:
Start the battle with the following: 1 Guaranteed Crit. Haste for 1 turn.
When Health falls below 30%, immediately take a Bonus Turn.
'Adventurer' teammates gain the following:

18% Crit Chance.
When dealing a Critical Hit, gain 10% Speed Meter and reduce target's Speed Meter by 10%.
When Health falls below 30%, gain 1 Evasion and 1 Undefeatable.

In Club Adventures:
Start the battle with the following: 1 Guaranteed Crit. Haste for 1 turn.
When Health falls below 30%, immediately take a Bonus Turn.
'Adventurer' teammates gain the following:

18% Crit Chance.
When dealing a Critical Hit, gain 15% Speed Meter and reduce target's Speed Meter by 15%.
When Health falls below 30%, gain 1 Evasion and 1 Undefeatable.

In Club Adventures:
Start the battle with the following: 1 Guaranteed Crit. Haste for 1 turn.
When Health falls below 30%, immediately take a Bonus Turn.
'Adventurer' teammates gain the following:

21% Crit Chance.
When dealing a Critical Hit, gain 15% Speed Meter and reduce target's Speed Meter by 15%.
When Health falls below 30%, gain 1 Evasion and 1 Undefeatable.

In Club Adventures:
Start the battle with the following: 1 Guaranteed Crit. Haste for 1 turn.
When Health falls below 30%, immediately take a Bonus Turn.
Full Gear List
2,194,000
16
80
4
20
420
430
105
420
105
60
70
50
200
60
70
50
50
480
360
1,000
120
130
270
310
100
120
80
80
60
480
400
920
270
405
270
315
120
280
240
610
150
250
200
130
100
20
20
Gear Tier 4
9,000
16
80
4
20
Gear Tier 5
12,000
60
50
15
Gear Tier 6
41,000
120
100
140
30
35
Gear Tier 7
150,000
60
280
70
50
240
280
200
60
70
50
60
70
50
Gear Tier 8
600,000
160
120
600
120
70
150
150
100
40
40
40
40
Gear Tier 9
568,000
160
120
200
240
200
520
60
80
60
135
180
180
20
135
120
20
20
20
Gear Tier 10
814,000
160
120
200
240
200
400
280
240
610
150
250
200
60
80
40
135
225
180
130
100
20
20
90
20
20
20