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The Scarlet Goddess, a sexy marshal who yearns for victory.

Biography[]


Marshal of the Gresden Empire and eldest daughter of the renowned Justicia family, she is also the sister of Imperial Chancellor Florentia. She says terrible, cruel things with a smile on her face, and regards life and death with an ruthless sense of indifference. She is like a goddess without mercy.
There are many terrible rumors about this sexy and powerful marshal. In the eyes of the enemy, Hilda is an insane nightmare.

"Ha-ha-ha. How does a grown-up like you still sympathize with the fallen on the battlefield? Hmm... That's a cute idea."


Hilda was once a kind and genteel girl of nobility. But after witnessing the murder of her parents by enemy soldiers, she began to resent her frailty and powerlessness. After that, Hilda chose to abandon her soft heart and resolved to enroll in the Imperial Army Academy.
Ever since, Hilda has viewed her life through the lens of pursuing absolute victory and exacting total revenge.

"This stopped pocket watch is like a symbol... of the moment that the childish and naive Hilda died along with her parents."


In the Imperial Army Academy, Hilda demonstrated astonishing combat skills and tactical talents. Through bloodshed and glory in many ruthless battles, Hilda earned her Imperial Marshal badge.
Standing victorious and drenched in blood, Hilda would look down at her fallen enemies and crack a mask-like smile that became ever colder and more terrible.
By this point, word of the title Scarlet Nemesis had spread as widely across the continent as Hilda's victory banner.

"The marks of victory on my weapon are the medals of honor that I have earned in war. They will eventually become my epitaph."


Hilda's all-consuming obsession with revenge makes it difficult for her to forgive her sister for cooperating with the enemy in order to accomplish Elysium Project. In her mind, this is, without a doubt, a kind of treachery.
However, whether it was due to the duty she carried for the Justicia family or her sense of honor as an imperial soldier, in the end she chose to stand by her sister's side and help her accomplish this great plan to resist fate.
But at night when she dreams, Hilda still finds herself trapped in the nightmare of her parents' deaths, unable to escape...


Summoned to a new continent, Hilda discovers that her former enemies have long been swept away in the dust of history, and so she now searches for a new sense of responsibility and purpose.
And how will the tension and misunderstandings between Hilda and her sister be resolved...

"Is Florentia still stuck in her annoying ways of fighting and her naive ideas? Ha-ha-ha, don't you think the idea of working with such a foolish chancellor is rather disconcerting?"

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Lancer Grand Marshal 5372 548 247 357 207 106 1 3 Walk When initiating battle, unit's damage taken is reduced by 10% Damage dealt increases by 10% when forced into battle
Cavalry Royal Knight 5057 577 247 311 260 118 1 5 Ride When Unit HP is above 80%, 10% less likely to receive critical damage When attacking, increases damage dealt by 10%

Talent


Bloody Revenge
When taking fatal damage, instead of dying, 50% of HP is restored. This effect can only be triggered 1 time. When you have 2 or more buffs, all damage taken is reduced by 25%, and 15% of ATK is added to DEF and MDEF.
When 1 friendly unit within 3 blocks is forced into battle, the attacker is unable to trigger critical hits. ([Cooldown Trigger] This effect can be triggered again after 1 turn.)
When taking fatal damage, instead of dying, 40% of HP is restored. This effect can only be triggered 1 time. When you have 2 or more buffs, all damage taken is reduced by 20%, and 11% of ATK is added to DEF and MDEF.
When 1 friendly unit within 3 blocks is forced into battle, the attacker is unable to trigger critical hits. ([Cooldown Trigger] This effect can be triggered again after 2 turns.)
When taking fatal damage, instead of dying, 30% of HP is restored. This effect can only be triggered 1 time. When you have 2 or more buffs, all damage taken is reduced by 15%, and 8% of ATK is added to DEF and MDEF.
When 1 friendly unit within 2 blocks is forced into battle, the attacker is unable to trigger critical hits. ([Cooldown Trigger] This effect can be triggered again after 2 turns.)
When taking fatal damage, instead of dying, 20% of HP is restored. This effect can only be triggered 1 time. When you have 2 or more buffs, all damage taken is reduced by 10%, and 5% of ATK is added to DEF and MDEF.
When 1 friendly unit within 2 blocks is forced into battle, the attacker is unable to trigger critical hits. ([Cooldown Trigger] This effect can be triggered again after 3 turns.)

Casting

Crimson Fortitude
ATK +10%. When carrying exclusive equipment, the [Noble Spear] and [Mounted Charge] effects cannot be dispelled.

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 Reach Lv. 30 All Hero's Stats +10%
Legion's Bond - Honor   Legion's Bond - Honor 15 Change Class to Royal Knight Soldier ATK/DEF +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 4 with Werner Dime Werner Dime Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 5 with Florentia Florentia Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +20% +30% +40% +10%

Class Upgrades

Starting
Skill
:
Rout

Knight
Ram

General

Highlander

Swordsman
Lance Phalanx
War Goddess
Broken Blade

Grand Marshal
Heavy Shield

Royal Knight
Light of Rebirth
Phalanx
Phalanx
Guardian Cavalry
Guardian Cavalry
Broken Arrow
Dominating Formation
Stone Colossus
Stone Colossus
Templar Knight
Templar Knight

Skills

Skill Cost Type CD Range Span Description
Crimson Command 3 Active - - -
[Passive] Takes all attacks for adjacent friendly units and is immune to effects that reduce Mobility.
[Command] All friendly units within 2 blocks cannot be displaced, and they take 35% less fixed damage.
[Active] Select 1 type of skill to cast:
Order: Noble Spear: [Active] Guard span increases to 2 blocks. Command range increases to 3 blocks and hero's class type becomes [Lancers]. Before being forced into battle, the enemy's damage taken is increased by 10% for every block moved before entering battle (up to 50%). Lasts 3 turns.
Order: Mounted Charge: [Active] Guard span increases to 2 blocks. Command range increases to 3 blocks, and hero's class type becomes [Cavalry]. Battle damage dealt to Infantry increases by an additional 20%. Lasts 3 turns.
After using any of these skills, the Crimson Command cooldown becomes 3 turns.
Dominating Formation 2 PDamage 2 Rounds 2 Blocks Straight
[Passive] Takes all attacks for adjacent friendly units.
[Physical Damage] Attack all enemies in 5 straight lines, dealing 0.1x AoE damage, increasing your Guard range to 2 blocks, and reducing your chance to be critically hit by 20%. Lasts 2 turns. Also affects all blocks hit with the special [Sinkhole] effect for 2 rounds: When enemy units move to this terrain, they cannot receive Act Again or Move Again effects.
Heavy Shield 2 Passive - - -
[Passive] When attacked with a melee attack, 25% chance to decrease damage taken by 50%.
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.
Light of Rebirth 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active Skill. Significantly increases the offensive and defensive stats of all friendly "Langrisser Reincarnation" units in range and increases their single-target skill damage by 12% and counterattack damage by 12%. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills.)
Rout 2 PDamage 3 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1x damage. Inflicts a [Displacement] effect: Pushes the target back 2 blocks and renders them unable to take action in the next round.
Broken Arrow 1 Passive - - -
[Passive] When forced into battle through a ranged physical attack, ATK increases by 15%, damage taken is reduced by 10%, and can counterattack ranged physical attacks if the attacker is within 3 blocks.
Ram 1 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.2x damage. Inflicts a [Displacement] effect: Pushes the target back 2 blocks, reducing their Mobility by 2, and renders them unable to Guard. Lasts 1 turn.
War Goddess 1 Passive - - -
[Passive] When entering battle through a melee attack, ATK increases by 15%. Before battle, disables enemy weapon skills (excluding Max HP effects). When the target is not a player hero, effect changes to a 25% ATK and INT reduction effect. Lasts 1 turn.

Skill Cost Type CD Range Span Description
Crimson Command 3 Active - - -
[Passive] Takes all attacks for adjacent friendly units and is immune to effects that reduce Mobility.
[Command] All friendly units within 2 blocks cannot be displaced, and they take 35% less fixed damage.
[Active] Select 1 type of skill to cast:
Order: Noble Spear: [Active] Guard span increases to 2 blocks. Command range increases to 3 blocks and hero's class type becomes [Lancers]. Before being forced into battle, the enemy's damage taken is increased by 10% for every block moved before entering battle (up to 50%). Lasts 3 turns.
Order: Mounted Charge: [Active] Guard span increases to 2 blocks. Command range increases to 3 blocks, and hero's class type becomes [Cavalry]. Battle damage dealt to Infantry increases by an additional 20%. Lasts 3 turns.
After using any of these skills, the Crimson Command cooldown becomes 3 turns.
Dominating Formation 2 PDamage 2 Rounds 2 Blocks Straight
[Passive] Takes all attacks for adjacent friendly units.
[Physical Damage] Attack all enemies in 5 straight lines, dealing 0.1x AoE damage, increasing your Guard range to 2 blocks, and reducing your chance to be critically hit by 20%. Lasts 2 turns. Also affects all blocks hit with the special [Sinkhole] effect for 2 rounds: When enemy units move to this terrain, they cannot receive Act Again or Move Again effects.
Light of Rebirth 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active Skill. Significantly increases the offensive and defensive stats of all friendly "Langrisser Reincarnation" units in range and increases their single-target skill damage by 12% and counterattack damage by 12%. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills.)
War Goddess 1 Passive - - -
[Passive] When entering battle through a melee attack, ATK increases by 15%. Before battle, disables enemy weapon skills (excluding Max HP effects). When the target is not a player hero, effect changes to a 25% ATK and INT reduction effect. Lasts 1 turn.
Broken Arrow 1 Passive - - -
[Passive] When forced into battle through a ranged physical attack, ATK increases by 15%, damage taken is reduced by 10%, and can counterattack ranged physical attacks if the attacker is within 3 blocks.

Skill Cost Type CD Range Span Description
Dominating Formation 2 PDamage 2 Rounds 2 Blocks Straight
[Passive] Takes all attacks for adjacent friendly units.
[Physical Damage] Attack all enemies in 5 straight lines, dealing 0.1x AoE damage, increasing your Guard range to 2 blocks, and reducing your chance to be critically hit by 20%. Lasts 2 turns. Also affects all blocks hit with the special [Sinkhole] effect for 2 rounds: When enemy units move to this terrain, they cannot receive Act Again or Move Again effects.
Heavy Shield 2 Passive - - -
[Passive] When attacked with a melee attack, 25% chance to decrease damage taken by 50%.
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.
Light of Rebirth 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active Skill. Significantly increases the offensive and defensive stats of all friendly "Langrisser Reincarnation" units in range and increases their single-target skill damage by 12% and counterattack damage by 12%. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills.)
Rout 2 PDamage 3 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1x damage. Inflicts a [Displacement] effect: Pushes the target back 2 blocks and renders them unable to take action in the next round.

Skill Cost Type CD Range Span Description
Broken Arrow 1 Passive - - -
[Passive] When forced into battle through a ranged physical attack, ATK increases by 15%, damage taken is reduced by 10%, and can counterattack ranged physical attacks if the attacker is within 3 blocks.
Ram 1 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.2x damage. Inflicts a [Displacement] effect: Pushes the target back 2 blocks, reducing their Mobility by 2, and renders them unable to Guard. Lasts 1 turn.
War Goddess 1 Passive - - -
[Passive] When entering battle through a melee attack, ATK increases by 15%. Before battle, disables enemy weapon skills (excluding Max HP effects). When the target is not a player hero, effect changes to a 25% ATK and INT reduction effect. Lasts 1 turn.

Soldiers

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Aegis Garde
Aegis Garde 3 Lancer 45 40 22 20 1 3 Walk
Ranged damage taken -5-15%. When not on defensive terrain, soldier ATK and DEF +7-20%.
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.
Guardian Cavalry
Guardian Cavalry 3 Cavalry 43 40 23 17 1 5 Ride
When attacking and entering battle, damage taken -15-45%.
Hoplite
Hoplite 3 Lancer 43 43 23 17 1 3 Walk
Soldier ATK and DEF +7-20%. When attacking, soldier damage dealt +7-20% and disable all class effects.
Phalanx
Phalanx 3 Lancer 48 37 26 16 1 3 Walk
Physical Damage Taken -10-30%.
Royal Cavalry
Royal Cavalry 3 Cavalry 43 43 23 17 1 5 Ride
When soldier HP > 80%, physical damage taken -15-45%.
Stone Colossus
Stone Colossus 3 Lancer 48 34 28 16 1 3 Walk
When soldier HP < 70%, Damage Taken -10-30%.
Templar Knight
Templar Knight 3 Cavalry 40 40 22 26 1 5 Ride
MDEF +15-45%. When battling against Demons, ATK and DEF +15-45%

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 Lancer
Elite Lancer 2 Lancer 37 29 20 12 1 3 Walk
When forced into battle, damage dealt +10-20%.
Paladin
Paladin 2 Cavalry 31 31 17 20 1 5 Ride
When battling against [Demons], ATK and DEF +20-30%.
Rock Golem
Rock Golem 2 Lancer 37 26 22 12 1 3 Walk
When soldier HP < 70%, DEF +10-20%.
Warrior
Warrior 2 Infantry 31 34 17 14 1 3 Walk
When attacking and entering battle, critical hit rate +10-20%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Cavalry
Cavalry 1 Cavalry 26 28 14 11 1 5 Ride
Basic Cavalry.

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