Tchase
No Club
Updated:
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STITCH
lvl
71
8
Maxed
7
STITCH

Power: 1,088

HERO; OFFENSE; OCEANIC; LILO & STITCH; INTERSTELLAR

Offense:
2,995
Defense:
574
Health:
17,892
Recovery:
0
Crit Chance:
23.00%
Crit Power:
150.00%
Speed:
130
Potency:
22.00%
Tenacity:
26.00%
Precision:
16.00%
Evasion:
10.00%
Attack Speed:
18

Swap Sorcerer Stone for stat changes:

Visit the generic character pages to see maxed characters

Model Citizen
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
If it is Stitch's turn, and he started the turn with 4 arms, double the hits from this attack.
Requires Gear Tier 3
50
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
100
70
17,000
Level 4
+10% chance to inflict or extend Defense Down.
Requires Gear Tier 7
125
90
25
82,500
Level 5
+50% damage dealt.
Requires Gear Tier 9
150
120
50
158,750
35
If this ability is used on his turn, Stitch grows an arm (up to a max of 4).

For each arm Stitch has, deal up to 949 damage to target opponent.

Each hit from this attack has a 20% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
If this ability is used on his turn, Stitch grows an arm (up to a max of 4). If he started the turn with 4 arms, double the hits from this attack.

For each arm Stitch has, deal up to 949 damage to target opponent.

Each hit from this attack has a 20% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
If this ability is used on his turn, Stitch grows an arm (up to a max of 4). If he started the turn with 4 arms, double the hits from this attack.

For each arm Stitch has, deal up to 1,423 damage to target opponent.

Each hit from this attack has a 20% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
If this ability is used on his turn, Stitch grows an arm (up to a max of 4). If he started the turn with 4 arms, double the hits from this attack.

For each arm Stitch has, deal up to 1,423 damage to target opponent.

Each hit from this attack has a 30% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
If this ability is used on his turn, Stitch grows an arm (up to a max of 4). If he started the turn with 4 arms, double the hits from this attack.

For each arm Stitch has, deal up to 1,897 damage to target opponent.

Each hit from this attack has a 30% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
Stop Touching Me!
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Requires Gear Tier 3
50
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
100
70
17,000
Level 4
Inflict Critical Chance Down for 2 turns.
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 6,739 damage to target opponent. Inflict Slow for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion.
Deal up to 6,739 damage to target opponent. Inflict Slow for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion. Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Deal up to 10,108 damage to target opponent. Inflict Slow for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion. Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Deal up to 10,108 damage to target opponent. Inflict Slow and Critical Chance Down for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion. Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Deal up to 13,478 damage to target opponent. Inflict Slow and Critical Chance Down for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion. Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Blue Punch Buggy
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
Damage to primary target is increased by 10% for each duration of Defense Down on them.
Requires Gear Tier 4
100
70
17,000
Level 3
+50% damage dealt.
Requires Gear Tier 6
125
85
25
26,000
Level 4
If this ability defeats an opponent, Stitch gains 20% Speed Meter for each Oceanic teammate.
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 4,867 damage to target opponent and adjacent opponents.
Deal up to 4,867 damage to target opponent and adjacent opponents. Damage to primary target is increased by 10% for each duration of Defense Down on them.
Deal up to 7,300 damage to target opponent and adjacent opponents. Damage to primary target is increased by 10% for each duration of Defense Down on them.
Deal up to 7,300 damage to target opponent and adjacent opponents. Damage to primary target is increased by 10% for each duration of Defense Down on them.

If this ability defeats an opponent, Stitch gains 20% Speed Meter for each Oceanic teammate.
Deal up to 9,734 damage to target opponent and adjacent opponents. Damage to primary target is increased by 10% for each duration of Defense Down on them.

If this ability defeats an opponent, Stitch gains 20% Speed Meter for each Oceanic teammate.
Experiment 626
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
Health recovery and Speed Meter gain doubled on receiving a Crit.
Requires Gear Tier 4
100
70
17,000
Level 3
+1% Health restored.
Requires Gear Tier 6
125
85
25
26,000
Level 4
+1% Speed Meter gained.
Requires Gear Tier 8
200
100
50
145,000
Level 5
+1% Speed Meter gained.
Requires Gear Tier 10
200
150
75
223,750
65
Each time Stitch receives damage he recovers 3% Health and gains 3% Speed Meter.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Each time Stitch receives damage he recovers 3% Health and gains 3% Speed Meter, both doubled on Crits.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Each time Stitch receives damage he recovers 4% Health and gains 3% Speed Meter, both doubled on Crits.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Each time Stitch receives damage he recovers 4% Health and gains 4% Speed Meter, both doubled on Crits.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Each time Stitch receives damage he recovers 4% Health and gains 5% Speed Meter, both doubled on Crits.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Full Gear List
1,999,500
480
360
600
720
600
1,320
140
240
360
675
140
360
80
315
120
40
40
20
20
420
360
840
250
350
150
200
130
20
20
Gear Tier 9
821,000
240
180
300
360
300
720
60
120
135
360
80
225
40
135
120
20
20
20
20
Gear Tier 10
1,178,500
240
180
300
360
300
600
420
360
840
250
350
80
120
225
315
150
60
135
200
40
180
130
20
20
20
20