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FRANK WOLFF
lvl
60
7
Maxed
7
FRANK WOLFF

Power: 834

HERO; DEFENSE; WILDS; JUNGLE CRUISE; ADVENTURER

Offense:
1,361
Defense:
586
Health:
23,672
Recovery:
0
Crit Chance:
5.00%
Crit Power:
150.00%
Speed:
107
Potency:
8.00%
Tenacity:
23.00%
Precision:
6.00%
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 1,259 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 1,259 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 1,888 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 1,888 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 2,518 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 1,219 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 1,219 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 1,829 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 1,829 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 2,439 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 1,786 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 1,786 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 2,680 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 2,680 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 3,573 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 11,836 Health and 293 Defense and has the following abilities:

Basic: Deal up to 1,361 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 2,722 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 11,836 Health and 293 Defense and has the following abilities:

Basic: Deal up to 1,361 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 2,722 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 12,428 Health and 322 Defense and has the following abilities:

Basic: Deal up to 2,042 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 4,083 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 13,020 Health and 352 Defense and has the following abilities:

Basic: Deal up to 2,722 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 5,444 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 13,611 Health and 381 Defense and has the following abilities:

Basic: Deal up to 3,403 damage to target opponent.

Special A: Gain Stealth for 2 turns. Deal up to 6,805 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
2,799,500
720
540
1,400
180
260
175
365
405
100
80
80
60
720
600
1,320
540
450
405
315
120
420
360
840
250
250
300
150
130
20
20
Gear Tier 8
800,000
240
180
800
180
140
75
185
185
100
40
40
40
Gear Tier 9
821,000
240
180
300
360
300
720
120
60
270
225
80
180
60
180
120
20
20
20
Gear Tier 10
1,178,500
240
180
300
360
300
600
420
360
840
250
250
100
60
225
225
300
150
100
40
270
135
130
20
20
20
20