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KIDA
lvl
70
6
7
KIDA

Power: 554

HERO; DEFENSE; OCEANIC; ATLANTIS: THE LOST EMPIRE

Offense:
916
Defense:
434
Health:
14,132
Recovery:
802
Crit Chance:
14.00%
Crit Power:
150.00%
Speed:
102
Potency:
0.00%
Tenacity:
5.00%
Precision:
0.00%
Evasion:
5.00%
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 458 damage to target opponent 3 times. 25% bonus chance to critically strike.

If Empowered, instead perform the following: Deal up to 1,374 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 458 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 1,374 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 687 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 2,061 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 687 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 2,061 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 916 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 2,748 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 1,202 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 1,202 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 1,803 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 1,803 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 2,405 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 1,003 Health. Grant 802 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 1,003 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 10,599 Health, 326 Defense, 802 Recovery, 92 Speed, and perform the following actions:

Grant all teammates: 802 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 1,003 Health. Grant 802 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 1,003 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 10,599 Health, 326 Defense, 802 Recovery, 92 Speed, and perform the following actions:

Grant all teammates: 802 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 1,003 Health. Grant 802 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 1,003 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 14,132 Health, 434 Defense, 802 Recovery, 92 Speed, and perform the following actions:

Grant all teammates: 802 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 1,243 Health. Grant 962 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 1,253 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 14,132 Health, 434 Defense, 802 Recovery, 92 Speed, and perform the following actions:

Grant all teammates: 962 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 1,243 Health. Grant 962 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 1,253 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 17,665 Health, 543 Defense, 802 Recovery, 92 Speed, and perform the following actions:

Grant all teammates: 962 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 1,003 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 611 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 1,003 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 611 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 1,243 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 1,069 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 1,243 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 1,069 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 1,484 Health to target and adjacent teammates.

Empowered:
Also perform the following: Deal up to 1,527 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
2,132,000
60
280
70
50
180
280
200
60
70
50
60
60
70
50
480
360
1,000
120
150
195
170
135
100
80
60
120
60
80
480
400
920
450
270
180
360
120
280
240
610
350
150
50
150
130
20
20
Gear Tier 7
150,000
60
280
70
50
180
280
200
60
70
50
60
60
70
50
Gear Tier 8
600,000
160
120
600
120
70
115
70
75
100
40
40
40
40
40
Gear Tier 9
568,000
160
120
200
240
200
520
20
40
40
135
135
40
60
135
225
120
20
20
20
20
Gear Tier 10
814,000
160
120
200
240
200
400
280
240
610
350
150
60
60
40
315
135
50
150
20
20
45
135
130
20
20
20
20