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KIDA
lvl
80
9
Maxed
7
KIDA

Power: 1,293

HERO; DEFENSE; OCEANIC; ATLANTIS: THE LOST EMPIRE

Offense:
2,601
Defense:
962
Health:
29,177
Recovery:
2,917
Crit Chance:
14.00%
Crit Power:
150.00%
Speed:
175
Potency:
22.00%
Tenacity:
27.00%
Precision:
22.00%
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 1,301 damage to target opponent 3 times. 25% bonus chance to critically strike.

If Empowered, instead perform the following: Deal up to 3,902 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 1,301 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 3,902 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 1,951 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 5,852 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 1,951 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 5,852 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 2,601 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 7,803 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 3,414 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 3,414 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 5,121 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 5,121 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 6,828 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 3,646 Health. Grant 2,917 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 3,646 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 21,883 Health, 722 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:

Grant all teammates: 2,917 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 3,646 Health. Grant 2,917 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 3,646 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 21,883 Health, 722 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:

Grant all teammates: 2,917 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 3,646 Health. Grant 2,917 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 3,646 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 29,177 Health, 962 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:

Grant all teammates: 2,917 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 4,521 Health. Grant 3,500 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 4,558 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 29,177 Health, 962 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:

Grant all teammates: 3,500 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 4,521 Health. Grant 3,500 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 4,558 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 36,471 Health, 1,203 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:

Grant all teammates: 3,500 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 3,646 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 1,734 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 3,646 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 1,734 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 4,521 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 3,035 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 4,521 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 3,035 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 5,396 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 4,335 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.
Full Gear List
1,178,500
240
180
300
360
300
600
420
360
840
250
450
60
100
225
405
100
40
90
150
60
40
135
130
20
20
20
20
Gear Tier 10
1,178,500
240
180
300
360
300
600
420
360
840
250
450
60
100
225
405
100
40
90
150
60
40
135
130
20
20
20
20