Roye-FR
No Club
Updated:
6 minutes ago
Menu
STITCH
lvl
60
6
7
STITCH

Power: 534

HERO; OFFENSE; OCEANIC; LILO & STITCH; INTERSTELLAR

Offense:
911
Defense:
165
Health:
5,449
Recovery:
0
Crit Chance:
23.00%
Crit Power:
150.00%
Speed:
114
Potency:
12.00%
Tenacity:
16.00%
Precision:
6.00%
Evasion:
0.00%
Attack Speed:
18

Swap Sorcerer Stone for stat changes:

Visit the generic character pages to see maxed characters

Model Citizen
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
If it is Stitch's turn, and he started the turn with 4 arms, double the hits from this attack.
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 or extend Defense 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
If this ability is used on his turn, Stitch grows an arm (up to a max of 4).

For each arm Stitch has, deal up to 289 damage to target opponent.

Each hit from this attack has a 20% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
If this ability is used on his turn, Stitch grows an arm (up to a max of 4). If he started the turn with 4 arms, double the hits from this attack.

For each arm Stitch has, deal up to 289 damage to target opponent.

Each hit from this attack has a 20% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
If this ability is used on his turn, Stitch grows an arm (up to a max of 4). If he started the turn with 4 arms, double the hits from this attack.

For each arm Stitch has, deal up to 433 damage to target opponent.

Each hit from this attack has a 20% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
If this ability is used on his turn, Stitch grows an arm (up to a max of 4). If he started the turn with 4 arms, double the hits from this attack.

For each arm Stitch has, deal up to 433 damage to target opponent.

Each hit from this attack has a 30% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
If this ability is used on his turn, Stitch grows an arm (up to a max of 4). If he started the turn with 4 arms, double the hits from this attack.

For each arm Stitch has, deal up to 577 damage to target opponent.

Each hit from this attack has a 30% chance to inflict or extend Defense Down for 1 turn, up to a max of 5 turns.
Stop Touching Me!
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Requires Gear Tier 3
50
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
100
70
17,000
Level 4
Inflict Critical Chance Down for 2 turns.
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 2,050 damage to target opponent. Inflict Slow for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion.
Deal up to 2,050 damage to target opponent. Inflict Slow for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion. Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Deal up to 3,075 damage to target opponent. Inflict Slow for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion. Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Deal up to 3,075 damage to target opponent. Inflict Slow and Critical Chance Down for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion. Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Deal up to 4,100 damage to target opponent. Inflict Slow and Critical Chance Down for 2 turns. This attack gains 10% Potency for each Oceanic teammate.

If Stitch has Tactics, he gains Evasion. Stitch gains 20% Speed Meter for each "Lilo & Stitch" teammate.
Blue Punch Buggy
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
Damage to primary target is increased by 10% for each duration of Defense Down on them.
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 this ability defeats an opponent, Stitch gains 20% Speed Meter for each Oceanic teammate.
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 1,480 damage to target opponent and adjacent opponents.
Deal up to 1,480 damage to target opponent and adjacent opponents. Damage to primary target is increased by 10% for each duration of Defense Down on them.
Deal up to 2,221 damage to target opponent and adjacent opponents. Damage to primary target is increased by 10% for each duration of Defense Down on them.
Deal up to 2,221 damage to target opponent and adjacent opponents. Damage to primary target is increased by 10% for each duration of Defense Down on them.

If this ability defeats an opponent, Stitch gains 20% Speed Meter for each Oceanic teammate.
Deal up to 2,961 damage to target opponent and adjacent opponents. Damage to primary target is increased by 10% for each duration of Defense Down on them.

If this ability defeats an opponent, Stitch gains 20% Speed Meter for each Oceanic teammate.
Experiment 626
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
Health recovery and Speed Meter gain doubled on receiving a Crit.
Requires Gear Tier 4
100
70
17,000
Level 3
+1% Health restored.
Requires Gear Tier 6
125
85
25
26,000
Level 4
+1% Speed Meter gained.
Requires Gear Tier 8
200
100
50
145,000
Level 5
+1% Speed Meter gained.
Requires Gear Tier 10
200
150
75
223,750
65
Each time Stitch receives damage he recovers 3% Health and gains 3% Speed Meter.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Each time Stitch receives damage he recovers 3% Health and gains 3% Speed Meter, both doubled on Crits.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Each time Stitch receives damage he recovers 4% Health and gains 3% Speed Meter, both doubled on Crits.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Each time Stitch receives damage he recovers 4% Health and gains 4% Speed Meter, both doubled on Crits.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Each time Stitch receives damage he recovers 4% Health and gains 5% Speed Meter, both doubled on Crits.

When an enemy gains Charged, 100% chance for Stitch to counterattack.
Full Gear List
2,112,000
240
240
280
200
60
70
50
60
70
50
480
360
1,000
120
310
210
95
100
80
80
120
60
60
480
400
920
270
180
495
315
120
280
240
610
100
150
250
200
130
20
20
Gear Tier 7
130,000
240
240
280
200
60
70
50
60
70
50
Gear Tier 8
600,000
160
120
600
120
150
110
35
100
40
40
40
40
40
Gear Tier 9
568,000
160
120
200
240
200
520
60
20
80
180
45
270
40
135
120
20
20
20
20
Gear Tier 10
814,000
160
120
200
240
200
400
280
240
610
100
150
250
40
40
80
90
135
225
200
40
180
130
20
20
20
20