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KIDA
lvl
89
10
Maxed
7
KIDA

Power: 1,486

HERO; DEFENSE; OCEANIC; ATLANTIS: THE LOST EMPIRE

Offense:
3,106
Defense:
1,258
Health:
35,834
Recovery:
4,717
Crit Chance:
28.00%
Crit Power:
190.00%
Speed:
202
Potency:
22.00%
Tenacity:
41.00%
Precision:
36.00%
Evasion:
27.00%
Attack Speed:
18

Swap Sorcerer Stone for stat changes:

Visit the generic character pages to see maxed characters

DEFENDER'S STRIKE // POWER OF THE CHOSEN
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
If this ability Crits, gain 10% Speed Meter.
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 increase.
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 1,553 damage to target opponent 3 times. 25% bonus chance to critically strike.

If Empowered, instead perform the following: Deal up to 4,659 unavoidable damage to target opponent. Reduce Speed Meter by 10%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
Deal up to 1,553 damage to target opponent 3 times. 25% bonus chance to critically strike. If this ability critically strikes, gain 10% Speed Meter.

If Empowered, instead perform the following: Deal up to 4,659 unavoidable damage to target opponent. Reduce Speed Meter by 10%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns. If this ability critically strikes, gain 10% Speed Meter.
Deal up to 2,330 damage to target opponent 3 times. 25% bonus chance to critically strike. If this ability critically strikes, gain 10% Speed Meter.

If Empowered, instead perform the following: Deal up to 6,989 unavoidable damage to target opponent. Reduce Speed Meter by 10%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns. If this ability critically strikes, gain 10% Speed Meter.
Deal up to 2,330 damage to target opponent 3 times. 25% bonus chance to critically strike. If this ability critically strikes, gain 20% Speed Meter.

If Empowered, instead perform the following: Deal up to 6,989 unavoidable damage to target opponent. Reduce Speed Meter by 20%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns. If this ability critically strikes, gain 20% Speed Meter.
Deal up to 3,106 damage to target opponent 3 times. 25% bonus chance to critically strike. If this ability critically strikes, gain 20% Speed Meter.

If Empowered, instead perform the following: Deal up to 9,318 unavoidable damage to target opponent. Reduce Speed Meter by 20%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns. If this ability critically strikes, gain 20% Speed Meter.
SPEAR VAULT // FORCE OF NATURE
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
If Empowered, 25% chance to inflict Stun for 1 turn.
Requires Gear Tier 3
50
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
100
70
17,000
Level 4
If this ability defeats an opponent, take an Extra Turn.
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 4,077 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit.

Empowered:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 (max: 4) turns.
Deal up to 4,077 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit.

Empowered:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 (max: 4) turns. 25% chance to inflict [STUN] for 1 turn.
Deal up to 6,115 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit.

Empowered:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 (max: 4) turns. 25% chance to inflict [STUN] for 1 turn.
Deal up to 6,115 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit. If this ability defeats an opponent, take an Extra Turn.

If Empowered, instead perform the following:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 turn. 25% chance to inflict [STUN] for 1 turn. If this ability defeats an opponent, take an Extra Turn.
Deal up to 8,153 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit. If this ability defeats an opponent, take an Extra Turn.

If Empowered, instead perform the following:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 turn. 25% chance to inflict [STUN] for 1 turn. If this ability defeats an opponent, take an Extra Turn.
ROYAL ATLANTEAN HEALING // ATLANTEAN FORCEFIELD
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY].
Requires Gear Tier 4
100
70
17,000
Level 3
+25% Health and +25% Defense for The Stone Kings.
Requires Gear Tier 6
125
85
25
26,000
Level 4
+30% Health restored. +30% Shield.
Requires Gear Tier 8
200
100
50
145,000
Level 5
+25% Health and +25% Defense for The Stone Kings.
Requires Gear Tier 10
200
150
75
223,750
65
Perform the following on target teammate:

Restore 5,896 Health. Grant 4,717 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 5,896 Health over 2 turns.

If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:

If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turn.

The Stone Kings have 26,876 Health, 944 Defense, 4,717 Recovery, 182 Speed, and perform the following actions:

Grant all teammates: 4,717 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
Perform the following on target teammate:

Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 5,896 Health. Grant 4,717 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 5,896 Health over 2 turns.

If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:

If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turns.

The Stone Kings have 26,876 Health, 944 Defense, 4,717 Recovery, 182 Speed, and perform the following actions:

Grant all teammates: 4,717 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
Perform the following on target teammate:

Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 5,896 Health. Grant 4,717 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 5,896 Health over 2 turns.

If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:

If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turns.

The Stone Kings have 35,834 Health, 1,258 Defense, 4,717 Recovery, 182 Speed, and perform the following actions:

Grant all teammates: 4,717 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
Perform the following on target teammate:

Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 7,311 Health. Grant 5,660 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 7,370 Health over 2 turns.

If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:

If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turns.

The Stone Kings have 35,834 Health, 1,258 Defense, 4,717 Recovery, 182 Speed, and perform the following actions:

Grant all teammates: 5,660 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
Perform the following on target teammate:

Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 7,311 Health. Grant 5,660 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 7,370 Health over 2 turns.

If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:

If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turns.

The Stone Kings have 44,793 Health, 1,573 Defense, 4,717 Recovery, 182 Speed, and perform the following actions:

Grant all teammates: 5,660 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
BE NOT AFRAID // ALL WILL BE WELL
Level 1
Unlocks this Ability.
Requires Gear Tier 3
Level 2
Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY].
Requires Gear Tier 5
125
85
25
26,000
Level 3
+30% Health restored. +50% damage dealt.
Requires Gear Tier 7
200
100
50
120,000
Level 4
-1 Magic Cost.
Requires Gear Tier 9
200
150
75
216,250
35
Level 5
+30% Health restored. +50% damage dealt.
Requires Gear Tier 10
200
200
125
328,750
85
When a teammate takes 40% of their Health as damage, restore 5,896 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 2,071 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
When a teammate takes 40% of their Health as damage, perform the following: Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 5,896 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 2,071 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
When a teammate takes 40% of their Health as damage, perform the following: Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 7,311 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 3,624 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
When a teammate takes 40% of their Health as damage, perform the following: Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 7,311 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 3,624 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
When a teammate takes 40% of their Health as damage, perform the following: Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 8,726 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 5,177 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
CHOSEN OF ATLANTIS
Level 1
Unlocks this Ability.
Requires Gear Tier 4
Level 2
Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.
Requires Gear Tier 6
200
100
50
40,000
Level 3
+20% Offense. +20% Defense.
Requires Gear Tier 8
300
150
75
217,500
Level 4
+15% damage reduction.
Requires Gear Tier 9
325
200
125
332,500
50
Level 5
+20% Offense. +20% Defense.
Requires Gear Tier 10
325
250
175
448,750
115
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:

Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects.

Empowered:
All abilites change or have additional effects. Gain 20% Offense, Gain 20% Defense, and take 15% reduced damage.
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:

Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects. Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.

Empowered:
All abilites change or have additional effects. Gain 20% Offense, Gain 20% Defense, and take 15% reduced damage.
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:

Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects. Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.

Empowered:
All abilites change or have additional effects. Gain 40% Offense, Gain 40% Defense, and take 15% reduced damage.
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:

Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects. Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.

Empowered:
All abilites change or have additional effects. Gain 40% Offense, Gain 40% Defense, and take 30% reduced damage.
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:

Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects. Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.

Empowered:
All abilites change or have additional effects. Gain 60% Offense, Gain 60% Defense, and take 30% reduced damage.