Langrisser Wiki

Leader of the Dovalu Village vigilantes and son of the village chief.

Biography[]


The 17-year-old captain of the town guards who grew up with Matthew and Almeda, playing the role of a responsible big brother. Because the assault of the Holy Army of the Hyborea Empire upon Dovalu Village and afraid of his father's fate, as the guard captain he launches a counterattack as soon as he is able.
Yearning to become a hero, he doesn't know where to study the intricacies of battle-tactics, however he has a strange intuition of the plans of Velzeria.

"Don't worry too much. I don't get those grand ideals, but I'll be with you even if it means I have to go to hell and back!"


The shabby appearance of this frank and cheeky boy conceals considerable strength.
As he's a bit older than Matthew and Almeda, he's always acted as their big brother.

"Ah, those two! I can't relax if they're not with me."



"This is my first time out of the village! There's nothing special about the outside world!"
With this idea in mind, he faces challenges with confidence. Even demon forces can't scare him off.
After undertaking a long journey and learning that even his hometown has been consumed by the flames of war, he is secretly determined to seek vengeance on the Dark Prince.


He feels his strength slowly but surely building up, but there is still a long way to go before he can reach the greatness of those heroes from the legends. Maybe a masters in heroic deeds is required?

"I must seek revenge. If you even give up your hometown, what's the point of being the pride of your father?"


As the adventure goes further, his hopes and wishes start taking shape.
He does not carry Langrisser, nor Alhazard, but for Grenier his companions always come first.

"I want to win the war and bring those two back safely! It's that simple."


The hot-headed young man will finally embark on a journey of self-discovery. With the help of his unexpected companions, Grenier, who had broken through his physical and mental boundaries, managed to escape danger!
Protecting what is dear to his heart is Grenier's only creed!

"I will always protect my companions, whoever they may be!"

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Archer Bow Master 4106 495 250 287 308 157 2 5 Ride When forced into battle, physical damage taken is decreased by 10% When forced into battle through a ranged attack, damage dealt increases by 10%
Lancer Grand Marshal 4993 495 227 376 220 90 1 3 Walk When forced into battle, magic damage taken is decreased by 10% When forced into battle through a melee attack, damage dealt is increased by 10%
SP Archer Wind Riding General 4902 502 250 360 304 180 2 5 Ride When unit HP is below 70%, damage taken in battle decreases by 10% When unit HP is below 70%, damage increases by 10%

Talent


Tenacity
When forced into battle, after battle there is a 100% chance to increase ATK & DEF by 10% for 2 turns up to a maximum of 3 stacks.
When attacked, 90% chance to increase ATK & DEF by 9% after battle. Lasts 2 turns. Can be stacked up to 2 times.
When attacked, 80% chance to increase ATK & DEF by 8% after battle. Lasts 2 turns. Can be stacked up to 2 times.
When attacked, 70% chance to increase ATK & DEF by 7% after battle. Lasts 2 turns. Can be stacked up to 2 times.
When attacked, 60% chance to increase ATK & DEF by 6% after battle. Lasts 2 turns. Can be stacked up to 2 times.
When attacked, 50% chance to increase ATK & DEF by 5% after battle. Lasts 2 turns. Can be stacked up to 2 times.

SP Talent


Fortitude of the Brave
Before being forced into battle, 100% chance of gaining [Tenacity]: ATK & DEF increase by 10% and physical damage taken decreases by 5% for 2 turns. Cannot be dispelled. Stackable up to 3 times. If this unit has 3 or more buffs, its attacks are not affected by melee damage penalty.
Before being forced into battle, 90% chance of gaining [Tenacity]: ATK & DEF increase by 9% and physical damage taken decreases by 4% for 2 turns. Cannot be dispelled. Stackable up to 2 times. If this unit has 3 or more buffs, its attacks are not affected by melee damage penalty.
Before being forced into battle, 80% chance of gaining [Tenacity]: ATK & DEF increase by 8% and physical damage taken decreases by 4% for 2 turns. Cannot be dispelled. Stackable up to 2 times. If this unit has 3 or more buffs, its attacks are not affected by melee damage penalty.
Before being forced into battle, 70% chance of gaining [Tenacity]: ATK & DEF increase by 7% and physical damage taken decreases by 3% for 2 turns. Cannot be dispelled. Stackable up to 2 times. If this unit has 3 or more buffs, its attacks are not affected by melee damage penalty.
Before being forced into battle, 60% chance of gaining [Tenacity]: ATK & DEF increase by 6% and physical damage taken decreases by 3% for 2 turns. Cannot be dispelled. Stackable up to 2 times. If this unit has 3 or more buffs, its attacks are not affected by melee damage penalty.
Before being forced into battle, 50% chance of gaining [Tenacity]: ATK & DEF increase by 5% and physical damage taken decreases by 2% for 2 turns. Cannot be dispelled. Stackable up to 2 times. If this unit has 3 or more buffs, its attacks are not affected by melee damage penalty.

Casting

Light's Oath
[Tenacity] duration +1, while maximum stacks +1. After using [My Time To Shine!], additionally applies [My Turf] to blocks occupied by "Legion of Glory" allies at the end of turn.

Bonds

Bond Intimacy
Level
Requirements Bonus
Legion Bond - Glory   Legion Bond - Glory 5 All Solder Stats +10%
Hero's Bond - Light   Hero's Bond - Light 10 Win 1x in the Arena All Hero's Stats +10%
Legion's Bond - Honor   Legion's Bond - Honor 15 Change Class to Grand Marshal Soldier ATK/DEF +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 3 for Hein Hein Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 5 for Ledin Ledin Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +20% +30% +35% +10%

Class Upgrades


Lord
Starting
Skill
:
Guard

High Lord


Wind Riding General
Ballista Support
Power Stab
Come at me!
Siege Ballista
Siege Ballista

Highlander

General

Bow Knight
Assault
Lance Phalanx
Precaution

Grand Marshal
Dream of Light

Bow Master
Preemptive Counterattack
Phalanx
Phalanx
Bolt Ranger
Bolt Ranger
Block
Iron Helmet
Heavy Infantry
Heavy Infantry
Heavy Centurion
Heavy Centurion

Skills

Skill Cost Type CD Range Span Description
My Time To Shine! 3 Active 3 Rounds Self Single
[Passive] Takes all attacks for adjacent friendly units.
[Active] Guard Span increases to 2 blocks. Gains the [Power Stab] effect, and SKILL increases by 30%. Lasts for 3 turns. Also gains 2 stacks of Tenacity. After taking action, applies [My Turf] to the destination block. [My Turf]: When friendly units move, all passable terrain is regarded as "Ramparts". They are unaffected by terrain mobility penalties, and are healed for 20% of their HP after taking action. Lasts 2 turns.
Dream of Light 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Offensive and defensive stats increase significantly for all Legion of Glory allies within range. Lasts 4 turns. (Cannot be stacked with other Fusion Powers).
Iron Helmet 2 Passive - - -
[Passive] When attacked with a ranged attack, 25% chance to reduce damage taken by 50% when entering battle.
Lance Phalanx 2 Active 2 Rounds Self Single
[Passive] Takes physical attacks instead of nearby friendly units.
[Active] Guard range increases to 2 blocks, DEF increases by 20%. When attacked with a melee attack, always triggers [Barb] Fixed Damage after battle. Lasts 2 turns.
Power Stab 2 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, grants the [Power Stab] effect: Replaces ATK with DEF x1.6. Lasts 2 turns.
Ballista Support 1 Passive - - -
[Passive] After taking action, if there is an allied unit within 1 block, this unit gains [Preemptive Counterattack] and increased counterattack range corresponding to the number of allies within 1 adjacent block. Lasts 1 turn.
Block 1 Passive - - -
[Passive] When attacked with a melee attack, 30% chance to decrease unit's physical damage taken by 30%.
Guard 1 Active 2 Rounds Self Single
[Active] Active skill. When a friendly unit within 2 blocks is under physical attack, enters the battle instead of them. Lasts 2 turns.
Precaution 1 Passive - - -
[Passive] When initiating battle, DEF increases by 12%.
Preemptive Counterattack 1 Passive - - -
[Passive] When you're attacked, there is a 10% chance you'll be able to attack first. This probability will increase by 1% for every 10 points of SKILL possessed.

Skill Cost Type CD Range Span Description
My Time To Shine! 3 Active 3 Rounds Self Single
[Passive] Takes all attacks for adjacent friendly units.
[Active] Guard Span increases to 2 blocks. Gains the [Power Stab] effect, and SKILL increases by 30%. Lasts for 3 turns. Also gains 2 stacks of Tenacity. After taking action, applies [My Turf] to the destination block. [My Turf]: When friendly units move, all passable terrain is regarded as "Ramparts". They are unaffected by terrain mobility penalties, and are healed for 20% of their HP after taking action. Lasts 2 turns.
Dream of Light 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Offensive and defensive stats increase significantly for all Legion of Glory allies within range. Lasts 4 turns. (Cannot be stacked with other Fusion Powers).
Preemptive Counterattack 1 Passive - - -
[Passive] When you're attacked, there is a 10% chance you'll be able to attack first. This probability will increase by 1% for every 10 points of SKILL possessed.
Ballista Support 1 Passive - - -
[Passive] After taking action, if there is an allied unit within 1 block, this unit gains [Preemptive Counterattack] and increased counterattack range corresponding to the number of allies within 1 adjacent block. Lasts 1 turn.

Skill Cost Type CD Range Span Description
Dream of Light 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Offensive and defensive stats increase significantly for all Legion of Glory allies within range. Lasts 4 turns. (Cannot be stacked with other Fusion Powers).
Iron Helmet 2 Passive - - -
[Passive] When attacked with a ranged attack, 25% chance to reduce damage taken by 50% when entering battle.
Lance Phalanx 2 Active 2 Rounds Self Single
[Passive] Takes physical attacks instead of nearby friendly units.
[Active] Guard range increases to 2 blocks, DEF increases by 20%. When attacked with a melee attack, always triggers [Barb] Fixed Damage after battle. Lasts 2 turns.
Power Stab 2 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, grants the [Power Stab] effect: Replaces ATK with DEF x1.6. Lasts 2 turns.

Skill Cost Type CD Range Span Description
Ballista Support 1 Passive - - -
[Passive] After taking action, if there is an allied unit within 1 block, this unit gains [Preemptive Counterattack] and increased counterattack range corresponding to the number of allies within 1 adjacent block. Lasts 1 turn.
Block 1 Passive - - -
[Passive] When attacked with a melee attack, 30% chance to decrease unit's physical damage taken by 30%.
Guard 1 Active 2 Rounds Self Single
[Active] Active skill. When a friendly unit within 2 blocks is under physical attack, enters the battle instead of them. Lasts 2 turns.
Precaution 1 Passive - - -
[Passive] When initiating battle, DEF increases by 12%.
Preemptive Counterattack 1 Passive - - -
[Passive] When you're attacked, there is a 10% chance you'll be able to attack first. This probability will increase by 1% for every 10 points of SKILL possessed.

Soldiers

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Amazon Champion
Amazon Champion 3 Lancer 40 43 22 20 1 3 Walk
When attacking and entering battle, ATK +10-30% and have a 30-75% chance to reduce the target's DEF by 20%. Lasts 1 turn.
Bolt Ranger
Bolt Ranger 3 Archer 40 37 22 19 2 5 Ride
When forced into battle with HP > 50%, have a 30-100% chance to reduce damage taken by 50%.
Crystal Molder
Crystal Molder 3 Lancer 48 34 22 22 1 3 Walk
After taking action, restore 10-30% soldier HP. When forced into battle by a magic attack, unit reflects 10-30% of damage taken.
Cyclops
Cyclops 3 Infantry 48 43 20 19 1 3 Walk
When attacking enemies with lower HP%, ATK and DEF are increased by 10-30%.
Elven Cavalry Archer
Elven Cavalry Archer 3 Archer 36 40 20 23 2 5 Ride
ATK +7-20%. When battling on Forest, Grassland, or Mountain terrain, ATK is further increased by 5-15%, magic damage taken -10-30%, and the unit does not receive melee range penalties.
Heavy Centurion
Heavy Centurion 3 Lancer 48 37 23 17 1 3 Walk
When forced into battle, ATK and DEF +10-30%.
Heavy Infantry
Heavy Infantry 3 Infantry 43 40 23 19 1 3 Walk
When attacking and entering battle, soldier ATK +10-30%. When forced into battle, soldier DEF +10-30%.
Phalanx
Phalanx 3 Lancer 48 37 26 16 1 3 Walk
Physical Damage Taken -10-30%.
Siege Ballista
Siege Ballista 3 Archer 34 41 19 21 2 3 Walk
Unit normal attack range +1. ATK +10-20%. If before attacking the unit did not move, ATK is further increased by 6-15%. If moving over 3 blocks, damage dealt in battle -50-30%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Amazon
Amazon 2 Lancer 31 34 17 16 1 3 Walk
When attacking and entering battle, ATK +10-20%.
Elite Cavalry
Elite Cavalry 2 Cavalry 31 34 17 13 1 5 Ride
When attacking and entering battle, damage taken -10-20%.
Elite Infantry
Elite Infantry 2 Infantry 34 31 18 14 1 3 Walk
When attacking and entering battle, damage taken -10-20%.
Elite Lancer
Elite Lancer 2 Lancer 37 29 20 12 1 3 Walk
When forced into battle, damage dealt +10-20%.
Griffin Rider
Griffin Rider 2 Flier 31 35 16 18 1 5 Fly
When Soldier HP > 80%, damage taken -10-20%.
Sharpshooter
Sharpshooter 2 Archer 28 29 16 16 2 5 Ride
When attacking, 20-30% chance to inflict DEF -20%. Lasts 1 turn.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Cavalry
Cavalry 1 Cavalry 26 28 14 11 1 5 Ride
Basic Cavalry.
Lancer
Lancer 1 Lancer 31 24 17 10 1 3 Walk
Basic Lancer.

Gallery[]