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last updated:
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JAFAR
lvl
68
5
7

Power: 565

VILLAIN; OFFENSE; KINGDOM; ALADDIN; KINGDOM VILLAIN

Offense:
1,207
Defense:
292
Health:
13,863
Recovery:
0
Crit Chance:
9.00%
Crit Power:
150.00%
Speed:
108
Potency:
7.00%
Tenacity:
5.00%
Precision:
0.00%
Evasion:
0.00%
Attack Speed:
18

Swap Sorcerer Stone for stat changes:

Magic Bolt
Level 1
Unlocks this Ability.
Level 2
20% chance to inflict Continuous Damage for 2 turns.
Level 3
+50% damage dealt.
Level 4
+10% chance to inflict Continuous Damage.
Level 5
+50% damage dealt.
Deal up to 1,147 damage to target opponent.
Deal up to 1,147 damage to target opponent. 20% chance to inflict Continuous Damage, dealing up to 604 damage over 2 turns.
Deal up to 1,720 damage to target opponent. 20% chance to inflict Continuous Damage, dealing up to 905 damage over 2 turns.
Deal up to 1,720 damage to target opponent. 30% chance to inflict Continuous Damage, dealing up to 905 damage over 2 turns.
Deal up to 2,293 damage to target opponent. 30% chance to inflict Continuous Damage, dealing up to 1,207 damage over 2 turns.
Staff of the Vizier
Level 1
Unlocks this Ability.
Level 2
30% chance to apply Offense Up on target opponent for 1 turn.
Level 3
Decrease required Magic by 1.
Level 4
+15% chance to apply Offense Up on target opponent.
Level 5
Decrease required Magic by 1.
Inflict Charm on target opponent for 2 turns.
Inflict Charm on target opponent for 2 turns. 30% chance to apply Offense Up for 1 turn to target.
Inflict Charm on target opponent for 2 turns. 30% chance to apply Offense Up for 1 turn to target.
Inflict Charm on target opponent for 2 turns. 45% chance to apply Offense Up for 1 turn to target.
Inflict Charm on target opponent for 2 turns. 45% chance to apply Offense Up for 1 turn to target.
Time's Running Out
Level 1
Unlocks this Ability.
Level 2
50% chance to inflict Heal Block.
Level 3
+50% damage dealt.
Level 4
+25% chance to inflict Heal Block.
Inflict Hourglass on target opponent for up to 4 turns.

Hourglass: On effect expire, deal up to 5,217 damage to affected character. The remaining time is also decremented by receiving any Harmful effect.
Inflict Hourglass on target opponent for up to 4 turns. 50% chance to inflict Heal Block for 2 turns.

Hourglass: On effect expire, deal up to 5,217 damage to affected character. The remaining time is also decremented by receiving any Harmful effect.
Inflict Hourglass on target opponent for up to 4 turns. 50% chance to inflict Heal Block for 2 turns.

Hourglass: On effect expire, deal up to 7,826 damage to affected character. The remaining time is also decremented by receiving any Harmful effect.
Inflict Hourglass on target opponent for up to 4 turns. 75% chance to inflict Heal Block for 2 turns.

Hourglass: On effect expire, deal up to 7,826 damage to affected character. The remaining time is also decremented by receiving any Harmful effect.
Just Getting Warmed Up
Level 1
Unlocks this Ability.
Level 2
30% chance to inflict Continuous Damage for 2 turns.
Level 3
+50% damage dealt.
Level 4
+15% chance to inflict Continuous Damage.
On "Aladdin" or Villain teammate performing an attack, this character has a 30% chance to perform Breath of Fire against the opponent that his teammate is attacking.

Breath of Fire: Deal up to 1,709 damage.
On "Aladdin" or Villain teammate performing an attack, this character has a 30% chance to perform Breath of Fire against the opponent that his teammate is attacking.

Breath of Fire: Deal up to 1,709 damage. 30% chance to inflict Continuous Damage, dealing up to 1,207 damage over 2 turns.
On "Aladdin" or Villain teammate performing an attack, this character has a 30% chance to perform Breath of Fire against the opponent that his teammate is attacking.

Breath of Fire: Deal up to 2,563 damage. 30% chance to inflict Continuous Damage, dealing up to 1,811 damage over 2 turns.
On "Aladdin" or Villain teammate performing an attack, this character has a 30% chance to perform Breath of Fire against the opponent that his teammate is attacking.

Breath of Fire: Deal up to 2,563 damage. 45% chance to inflict Continuous Damage, dealing up to 1,811 damage over 2 turns.