Plasma Blast
Level 1
Unlocks this Ability.
Level 2
50% chance to inflict or extend Defense Down for 1 turn.
Level 3
+50% damage dealt.
Level 4
If Gantu has Tactics, recover 5% Health.
Level 5
+50% damage dealt.
Deal up to 1,391 damage to target opponent.
Deal up to 1,391 damage to target opponent. 50% chance to inflict or extend Defense Down for 1 turn.
Deal up to 2,087 damage to target opponent. 50% chance to inflict or extend Defense Down for 1 turn.
Deal up to 2,087 damage to target opponent. 50% chance to inflict or extend Defense Down for 1 turn.
If Gantu has Tactics, recover 5% Health.
Deal up to 2,783 damage to target opponent. 50% chance to inflict or extend Defense Down for 1 turn.
If Gantu has Tactics, recover 5% Health.
Abomination!
Level 1
Unlocks this Ability.
Level 2
30% chance to inflict Slow for 2 turns.
Level 3
+50% damage dealt.
Level 4
+15% chance to inflict Slow.
Level 5
+50% damage dealt.
Deal up to 1,511 damage to all opponents. Deal up to 100% bonus damage the higher Captain Gantu's current Health percent is.
Deal up to 1,511 damage to all opponents. Deal up to 100% bonus damage the higher Captain Gantu's current Health percent is.
30% chance to inflict Slow for 2 turns.
Deal up to 2,266 damage to all opponents. Deal up to 100% bonus damage the higher Captain Gantu's current Health percent is.
30% chance to inflict Slow for 2 turns.
Deal up to 2,266 damage to all opponents. Deal up to 100% bonus damage the higher Captain Gantu's current Health percent is.
45% chance to inflict Slow for 2 turns.
Deal up to 3,021 damage to all opponents. Deal up to 100% bonus damage the higher Captain Gantu's current Health percent is.
45% chance to inflict Slow for 2 turns.
Galactic Armada
Level 1
Unlocks this Ability.
Level 2
Damage increased by 10% on opponents with Defense Down.
Level 3
+50% damage dealt.
Level 4
All teammates gain Tactics, +1 Duration on Oceanic teammates.
This ability starts with 0 Magic. At start of turn, this ability gains 1 Magic for each Charged on Gantu
Deal up to 2,882 damage to all opponents.
All Oceanic teammates gain Tactics for 1 turn.
This ability starts with 0 Magic. At start of turn, this ability gains 1 Magic for each Charged on Gantu
Deal up to 2,882 damage to all opponents, increased by 10% on opponents with Defense Down.
All Oceanic teammates gain Tactics for 1 turn.
This ability starts with 0 Magic. At start of turn, this ability gains 1 Magic for each Charged on Gantu
Deal up to 4,323 damage to all opponents, increased by 10% on opponents with Defense Down.
All Oceanic teammates gain Tactics for 1 turn.
This ability starts with 0 Magic. At start of turn, this ability gains 1 Magic for each Charged on Gantu
Deal up to 4,323 damage to all opponents, increased by 10% on opponents with Defense Down.
All Oceanic teammates gain Tactics for 2 turns. Other teammates gain Tactics for 1 turn.
Kreplok System Lineage
Level 1
Unlocks this Ability.
Level 2
Counter chance doubled for Oceanic teammates.
Level 3
+1% Offense per Charged.
Level 4
+1% Offense per Charged.
When a teammate is attacked, 25% chance for Gantu to counterattack.
When Gantu attacks, he gains 2 Charged, up to a max of 10. When Gantu takes damage, he loses 1 Charged.
Gantu gains 5% bonus Offense for each Charged on him.
When a teammate is attacked, 25% chance (doubled for Oceanic teammates) for Gantu to counterattack.
When Gantu attacks, he gains 2 Charged, up to a max of 10. When Gantu takes damage, he loses 1 Charged.
Gantu gains 5% bonus Offense for each Charged on him.
When a teammate is attacked, 25% chance (doubled for Oceanic teammates) for Gantu to counterattack.
When Gantu attacks, he gains 2 Charged, up to a max of 10. When Gantu takes damage, he loses 1 Charged.
Gantu gains 6% bonus Offense for each Charged on him.
When a teammate is attacked, 25% chance (doubled for Oceanic teammates) for Gantu to counterattack.
When Gantu attacks, he gains 2 Charged, up to a max of 10. When Gantu takes damage, he loses 1 Charged.
Gantu gains 7% bonus Offense for each Charged on him.