LuisCM
FANTASYLAND
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PLATINUM ARIEL
lvl
90
10
Maxed
7
PLATINUM ARIEL

Power: 1,447

HERO; SUPPORT; OCEANIC; THE LITTLE MERMAID; PRINCESS; PLATINUM

Offense:
3,796
Defense:
1,292
Health:
33,489
Recovery:
3,408
Crit Chance:
23.00%
Crit Power:
190.00%
Speed:
195
Potency:
36.00%
Tenacity:
41.00%
Precision:
36.00%
Evasion:
24.00%
Attack Speed:
18

Swap Sorcerer Stone for stat changes:

Visit the generic character pages to see maxed characters

UNDER THE SEA
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
30% chance to inflict Offense Down for 2 turns on the target.
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 Offense 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
Deal 3,037 damage to target opponent and inflict [PRECISION DOWN] for 2 turns.
Deal 3,037 damage to target opponent and inflict [PRECISION DOWN] for 2 turns.
30% chance to inflict [OFFENSE DOWN] for 2 turns on the target.
Deal 4,555 damage to target opponent and inflict [PRECISION DOWN] for 2 turns.
30% chance to inflict [OFFENSE DOWN] for 2 turns on the target.
Deal 4,555 damage to target opponent and inflict [PRECISION DOWN] for 2 turns.
40% chance to inflict [OFFENSE DOWN] for 2 turns on the target.
Deal 6,074 damage to target opponent and inflict [PRECISION DOWN] for 2 turns.
40% chance to inflict [OFFENSE DOWN] for 2 turns on the target.
HUMAN STUFF
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
+1 Haste.
Requires Gear Tier 3
50
5,000
Level 3
+1 Tenacity Up.
Requires Gear Tier 5
100
70
17,000
Level 4
+1 Crit Power Up.
Requires Gear Tier 7
125
90
25
82,500
Level 5
+1 Tactics.
Requires Gear Tier 9
150
120
50
158,750
35
Perform one of the following (excluding self):
(1) Grant [OFFENSE UP] for 1 turn and [CRIT POWER UP] for 1 turn to all teammates.
(2) Grant [DEFENSE UP] for 1 turn and [TENACITY UP] for 1 turn to all teammates.
(3) Grant [STEALTH] for 1 turn and [TACTICS] for 1 turn to all teammates.
(4) Grant [HASTE] for 1 turn and [EVASION] for 1 turn to all teammates.
Perform one of the following (excluding self):
(1) Grant [OFFENSE UP] for 1 turn and [CRIT POWER UP] for 1 turn to all teammates.
(2) Grant [DEFENSE UP] for 1 turn and [TENACITY UP] for 1 turn to all teammates.
(3) Grant [STEALTH] for 1 turn and [TACTICS] for 1 turn to all teammates.
(4) Grant [HASTE] for 2 turns and [EVASION] for 1 turn to all teammates.
Perform one of the following (excluding self):
(1) Grant [OFFENSE UP] for 1 turn and [CRIT POWER UP] for 1 turn to all teammates.
(2) Grant [DEFENSE UP] for 1 turn and [TENACITY UP] for 2 turns to all teammates.
(3) Grant [STEALTH] for 1 turn and [TACTICS] for 1 turn to all teammates.
(4) Grant [HASTE] for 2 turns and [EVASION] for 1 turn to all teammates.
Perform one of the following (excluding self):
(1) Grant [OFFENSE UP] for 1 turn and [CRIT POWER UP] for 2 turns to all teammates.
(2) Grant [DEFENSE UP] for 1 turn and [TENACITY UP] for 2 turns to all teammates.
(3) Grant [STEALTH] for 1 turn and [TACTICS] for 1 turn to all teammates.
(4) Grant [HASTE] for 2 turns and [EVASION] for 1 turn to all teammates.
Perform one of the following (excluding self):
(1) Grant [OFFENSE UP] for 1 turn and [CRIT POWER UP] for 2 turns to all teammates.
(2) Grant [DEFENSE UP] for 1 turn and [TENACITY UP] for 2 turns to all teammates.
(3) Grant [STEALTH] for 1 turn and [TACTICS] for 2 turns to all teammates.
(4) Grant [HASTE] for 2 turns and [EVASION] for 1 turn to all teammates.
ARIEL ASSISTANCE
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
+1 Dampened.
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 the target is a Villain then 10% chance to repeat this attack again.
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 3,578 damage per hit to target opponent and inflict [DAMPENED] for 1 turn.
40% chance to purge [TAUNT] from the target.
Deal 3,578 damage per hit to target opponent and inflict [DAMPENED] for 2 turns.
40% chance to purge [TAUNT] from the target.
Deal 5,367 damage per hit to target opponent and inflict [DAMPENED] for 2 turns.
40% chance to purge [TAUNT] from the target.
Deal 5,367 damage per hit to target opponent and inflict [DAMPENED] for 2 turns.
40% chance to purge [TAUNT] from the target.

If the target is a Villain then 10% chance to repeat this attack again.
Deal 7,155 damage per hit to target opponent and inflict [DAMPENED] for 2 turns.
40% chance to purge [TAUNT] from the target.

If the target is a Villain then 10% chance to repeat this attack again.
SEA HORSES
Level 1
Unlocks this Ability.
Requires Gear Tier 3
Level 2
+20% Health restored.
Requires Gear Tier 5
125
85
25
26,000
Level 3
When this character is defeated 60% chance to grant Invulnerable for 2 turn to all Platinum teammates.
Requires Gear Tier 7
200
100
50
120,000
Level 4
+15% chance to grant Invulnerable.
Requires Gear Tier 9
200
150
75
216,250
35
Level 5
+20% Health restored.
Requires Gear Tier 10
200
200
125
328,750
85
When a teammate's health falls below 60% and 30% for the first time, restore 3,408 Health. If that teammate is an Oceanic or Platinum teammate then restore an additional 25% more health.
When a teammate's health falls below 60% and 30% for the first time, restore 4,090 Health. If that teammate is an Oceanic or Platinum teammate then restore an additional 25% more health.
When a teammate's health falls below 60% and 30% for the first time, restore 4,090 Health. If that teammate is an Oceanic or Platinum teammate then restore an additional 25% more health.
When this character is defeated 60% chance to grant [INVULNERABLE] for 2 turn to all Platinum teammates.
When a teammate's health falls below 60% and 30% for the first time, restore 4,090 Health. If that teammate is an Oceanic or Platinum teammate then restore an additional 25% more health.
When this character is defeated 75% chance to grant [INVULNERABLE] for 2 turn to all Platinum teammates.
When a teammate's health falls below 60% and 30% for the first time, restore 4,771 Health. If that teammate is an Oceanic or Platinum teammate then restore an additional 25% more health.
When this character is defeated 75% chance to grant [INVULNERABLE] for 2 turn to all Platinum teammates.
I'LL HELP YOU WITH THAT
Level 1
Unlocks this Ability.
Requires Gear Tier 4
Level 2
+10% chance to inflict Helpful Immunity.
Requires Gear Tier 6
200
100
50
40,000
Level 3
+1 Harmful Immunity.
Requires Gear Tier 8
300
150
75
217,500
Level 4
+10% chance to inflict Helpful Immunity.
Requires Gear Tier 9
325
200
125
332,500
50
Level 5
If a Platinum teammate is inflicted with Silence or Stun or Charm then cleanse it and gain 1 magic for this ability.
Requires Gear Tier 10
325
250
175
448,750
115
When a teammate is inflicted with a Harmful effect, Cleanse it and grant [HARMFUL IMMUNITY] for 1 turn. 30% chance for this character to inflict the opponent with [HELPFUL IMMUNITY] for 2 turns.
When a teammate is inflicted with a Harmful effect, Cleanse it and grant [HARMFUL IMMUNITY] for 1 turn. 40% chance for this character to inflict the opponent with [HELPFUL IMMUNITY] for 2 turns.
When a teammate is inflicted with a Harmful effect, Cleanse it and grant [HARMFUL IMMUNITY] for 2 turns. 40% chance for this character to inflict the opponent with [HELPFUL IMMUNITY] for 2 turns.
When a teammate is inflicted with a Harmful effect, Cleanse it and grant [HARMFUL IMMUNITY] for 2 turns. 50% chance for this character to inflict the opponent with [HELPFUL IMMUNITY] for 2 turns.
When a teammate is inflicted with a Harmful effect, Cleanse it and grant [HARMFUL IMMUNITY] for 2 turns. 50% chance for this character to inflict the opponent with [HELPFUL IMMUNITY] for 2 turns.
If a Platinum teammate is inflicted with [SILENCE] or [STUN] or [CHARM] then cleanse it and gain 1 magic for this ability.