FRANK WOLFF
lvl
61
7
Maxed
7
FRANK WOLFF
Power: 833
HERO; DEFENSE; WILDS; JUNGLE CRUISE; ADVENTURER
Offense:
1,442
1,442
Defense:
593
593
Health:
23,960
23,960
Recovery:
0
0
Crit Chance:
5.00%
5.00%
Crit Power:
150.00%
150.00%
Speed:
110
110
Potency:
8.00%
8.00%
Tenacity:
23.00%
23.00%
Precision:
6.00%
6.00%
Evasion:
0.00%
0.00%
Attack Speed:
16
16
Swap Sorcerer Stone for stat changes:
Visit the generic character pages to see maxed characters
LVL 3
BASIC
Crushed Coconut
Deal up to 2,001 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.
If Frank has a Helpful effect, this ability deals a Critical Strike.
LVL 3
SPECIAL
The Backside of Water
Deal up to 1,938 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.
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.
LVL 3
SPECIAL
A Very Vine Maneuver
Deal up to 2,839 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.
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.
LVL 2
PASSIVE
Not Kitten Around
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 11,980 Health and 297 Defense and has the following abilities:
Basic: Deal up to 1,442 damage to target opponent.
Special A: Gain Stealth for 2 turns. Deal up to 2,884 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.
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 11,980 Health and 297 Defense and has the following abilities:
Basic: Deal up to 1,442 damage to target opponent.
Special A: Gain Stealth for 2 turns. Deal up to 2,884 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.
LVL 2
LEADER
Captain of the Jungle Cruise
'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.
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.
Full Gear List
2,398,500
600
450
1,200
150
185
345
385
100
140
80
80
60
600
500
1,120
360
495
360
315
120
350
300
725
200
300
150
200
130
20
20
700,000
200
150
700
150
105
185
185
100
40
40
40
40
Gear Tier 9
697,500
200
150
250
300
250
620
80
100
40
180
225
180
60
180
120
20
20
20
Gear Tier 10
1,001,000
200
150
250
300
250
500
350
300
725
200
300
150
80
100
40
180
270
135
200
40
180
130
20
20
20
20