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A fluffy monster who can transform into other creatures.

Biography[]


The Holy Beast of Light with a peculiar appearance. Chosen by Lushiris as the guardian of the Western Lushiris Gate.
A magic beast of unknown origin who knows the human language and has the ability to transform into various Demon Tribe creatures. Usually appears as a winged plush animal.

"Catnip doesn't work on me! Stand back a little! Did you hear me? Ahhh!"


When the Kingdom of Barral attacks the West Gate, he is rescued by Dieharte's troops, and joins the liberation army along with the other three guardians of the Lushiris Gate.
Jugler's character is gentle and steady, in contrast to his ability to transform himself into all kinds of demons.
Plus, his fluffy appearance is loved by the girls in the adventurer's team. He is often embarrassed and confused by requests for hugs.


After joining the liberation army, Jugler becomes a reliable hand with the help of his transformation ability. Having changed form so many times, he occasionally forgets his original form.

"No... I don't really like people riding on me. Please respect my feelings!"


After the war, Jugler continues to protect the Lushiris Gate, while also guarding travelers in Elthlead's forests.
Despite the mystery, the legend of a benevolent and brave white sacred beast appearing in the nick of time to save you gradually becomes a favorite bedtime tale of children in the Elthlead Kingdom.


Jugler, having been summoned to this era, has inexplicably started living as an old man, but it's useless! The furry guy is too cute!

"... I just want to be a mascot without any further ado. Ahhhh... Don't pull on my fur!"

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Dragon Bahamut 5442 412 327 282 371 124 1 3 Terrain Master When unit has 100% HP, damage taken decreases by 10% When attacked, damage dealt by soldiers increases by 20%
Cavalry Behemoth 5805 503 271 293 325 109 1 5 Terrain Master When attacking, unit's damage taken is decreased by 10% When Unit HP is below 70%, damage dealt is increased by 10%
Aquatic Hydra 5442 412 247 317 285 124 1 3 Water When Unit HP is above 80%, unit is 10% less likely to be critically hit When forced into battle through a melee attack, damage dealt is increased by 10%

Talent


Sacred Beast Sanctuary
All accessible landforms are regarded as "Plains" when moving.
Damage taken by the hero is reduced by 3% depending on soldiers' missing HP.
Heals other friendly units after taking damage. (Recovered HP is equal to 30% of Jugler's Unit HP.)
All accessible landforms are regarded as "Plains" when moving.
Damage taken by the hero is reduced by 2% depending on soldiers' missing HP.
Heals other friendly units after taking damage. (Recovered HP is equal to 20% of Jugler's Unit HP.)
All accessible landforms are regarded as "Plains" when moving.
Damage taken by the hero is reduced by 1.5% depending on soldiers' missing HP.
Heals other friendly units after taking damage. (Recovered HP is equal to 15% of Jugler's Unit HP.)
All accessible landforms are regarded as "Plains" when moving.
Damage taken by the hero is reduced by 1% depending on soldiers' missing HP.
Heals other friendly units after taking damage. (Recovered HP is equal to 10% of Jugler's Unit HP.)

Casting

Chief Mascot
HP +5%. After taking action, if all active skills are on cooldown, triggers the HP restoration talent effect and all skill cooldowns decrease by 1.

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 Bahamut Soldier HP/DEF +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 4 with Sophia Sophia Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 5 with Liffany Liffany Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +40% +15% +35% +10%

Class Upgrades

Starting
Skill
:
Sacred Beast Aegis

Sacred Beast
DEF Intimidate

Cerberus

Scylla

Tiamat
First Aid
Triton
Battle Cry

Behemoth
Mark of the Sacred Beast

Hydra
Precaution

Bahamut
Great Dragon Barrier
Bone Dino
Bone Dino
Lobster Behemoth
Lobster Behemoth
Vampire Bat
Vampire Bat
Beast Shock
Master of Ice
MDEF Command
Skeleton Knight
Skeleton Knight
Orc Berserker
Orc Berserker
Stone Colossus
Stone Colossus

Skills

Skill Cost Type CD Range Span Description
Sacred Beast Hymn 3 PDamage 8 Rounds Self Single
[Physical Damage] Teleports to the skill's casting point and directly grants [Triton]'s active effect, [Great Dragon Barrier]'s active effect, and [Beast Shock]'s enemy immobilization and Guard effects, then casts [Master of Ice] once.
DEF Intimidate 2 Passive - - -
[Passive] After taking action, decreases DEF of all enemies within 2 blocks by 15%. Lasts 1 turn.
Great Dragon Barrier 2 Active 4 Rounds Self Single
[Passive] Takes magic damage for adjacent friendly units. [Active] Guard span increases by 2 blocks. Grants Great Dragon Barrier: Converts 1.4x MDEF into ATK and renders all friendly units within 2 blocks immune to fixed damage. Lasts 2 turns.
Mark of the Sacred Beast 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Significantly increases the offensive and defensive stats of all "Origins of Light" units in range and grants them the following effect: When initiating battle, and your unit's HP percentage is higher than the enemy's, increases damage dealt by 15%. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills)
Master of Ice 2 PDamage 5 Rounds Self 4 Blocks
[Physical Damage] Deals 0.25x AoE damage to all enemy units within 4 blocks adjacent to you and treats the terrain they are on as [Water]. Lasts 2 turns. At the end of the turn, gain [Tidal Surge]: The terrain you are on will be regarded as Water. Lasts 2 turns.
MDEF Command 2 Passive - - -
[Command] MDEF of all friendly units within 2 blocks increases by 15%.
Triton 2 Active 2 Rounds Self Single
[Passive] Takes all physical attacks for adjacent friendly units. When in Water, ATK is equal to 1.4x DEF.
[Active] Guard span increases by 2 blocks. Grants the [Tidal Surge] effect: The terrain you are on will be regarded as Water. Lasts 2 turns.
Battle Cry 1 Passive - - -
[Passive] Before initiating battle, dispels 1 buff from the enemy and decreases their ATK & DEF by 10%. Lasts 1 turn.
First Aid 1 Heal 3 Rounds Self Single
[Heal] Active skill. Heals 100% of your unit's HP.
Precaution 1 Passive - - -
[Passive] When initiating battle, DEF increases by 12%.
Sacred Beast Aegis 1 Passive - - -
[Passive] Takes all damage for adjacent friendly units. When attacked, there is a 30% chance to dispel 1 buff effect from the enemy before battle.

Skill Cost Type CD Range Span Description
Sacred Beast Hymn 3 PDamage 8 Rounds Self Single
[Physical Damage] Teleports to the skill's casting point and directly grants [Triton]'s active effect, [Great Dragon Barrier]'s active effect, and [Beast Shock]'s enemy immobilization and Guard effects, then casts [Master of Ice] once.
Great Dragon Barrier 2 Active 4 Rounds Self Single
[Passive] Takes magic damage for adjacent friendly units. [Active] Guard span increases by 2 blocks. Grants Great Dragon Barrier: Converts 1.4x MDEF into ATK and renders all friendly units within 2 blocks immune to fixed damage. Lasts 2 turns.
Master of Ice 2 PDamage 5 Rounds Self 4 Blocks
[Physical Damage] Deals 0.25x AoE damage to all enemy units within 4 blocks adjacent to you and treats the terrain they are on as [Water]. Lasts 2 turns. At the end of the turn, gain [Tidal Surge]: The terrain you are on will be regarded as Water. Lasts 2 turns.
Mark of the Sacred Beast 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Significantly increases the offensive and defensive stats of all "Origins of Light" units in range and grants them the following effect: When initiating battle, and your unit's HP percentage is higher than the enemy's, increases damage dealt by 15%. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills)
Sacred Beast Aegis 1 Passive - - -
[Passive] Takes all damage for adjacent friendly units. When attacked, there is a 30% chance to dispel 1 buff effect from the enemy before battle.

Skill Cost Type CD Range Span Description
DEF Intimidate 2 Passive - - -
[Passive] After taking action, decreases DEF of all enemies within 2 blocks by 15%. Lasts 1 turn.
Great Dragon Barrier 2 Active 4 Rounds Self Single
[Passive] Takes magic damage for adjacent friendly units. [Active] Guard span increases by 2 blocks. Grants Great Dragon Barrier: Converts 1.4x MDEF into ATK and renders all friendly units within 2 blocks immune to fixed damage. Lasts 2 turns.
Mark of the Sacred Beast 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Significantly increases the offensive and defensive stats of all "Origins of Light" units in range and grants them the following effect: When initiating battle, and your unit's HP percentage is higher than the enemy's, increases damage dealt by 15%. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills)
Master of Ice 2 PDamage 5 Rounds Self 4 Blocks
[Physical Damage] Deals 0.25x AoE damage to all enemy units within 4 blocks adjacent to you and treats the terrain they are on as [Water]. Lasts 2 turns. At the end of the turn, gain [Tidal Surge]: The terrain you are on will be regarded as Water. Lasts 2 turns.
MDEF Command 2 Passive - - -
[Command] MDEF of all friendly units within 2 blocks increases by 15%.
Triton 2 Active 2 Rounds Self Single
[Passive] Takes all physical attacks for adjacent friendly units. When in Water, ATK is equal to 1.4x DEF.
[Active] Guard span increases by 2 blocks. Grants the [Tidal Surge] effect: The terrain you are on will be regarded as Water. Lasts 2 turns.

Skill Cost Type CD Range Span Description
Battle Cry 1 Passive - - -
[Passive] Before initiating battle, dispels 1 buff from the enemy and decreases their ATK & DEF by 10%. Lasts 1 turn.
First Aid 1 Heal 3 Rounds Self Single
[Heal] Active skill. Heals 100% of your unit's HP.
Precaution 1 Passive - - -
[Passive] When initiating battle, DEF increases by 12%.
Sacred Beast Aegis 1 Passive - - -
[Passive] Takes all damage for adjacent friendly units. When attacked, there is a 30% chance to dispel 1 buff effect from the enemy before battle.

Soldiers

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Berserker
Berserker 3 Infantry 40 43 22 19 1 3 Walk
Critical hit rate +10-30%. ATK +5-15%.
Bone Dino
Bone Dino 3 Cavalry 36 45 20 19 1 5 Ride
When soldier HP > 80%, ATK +15-45%.
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%.
Gargoyle
Gargoyle 3 Flier 43 45 22 22 1 5 Fly
When soldier HP > 50%, ATK +10-30%. When soldier HP < 50%, DEF +10-30%.
Glacial Elemental
Glacial Elemental 3 Aquatic 43 40 22 24 2 3 Water
Normal attacks deal magic damage. After actively attacking in battle, have a 12-50% chance to inflict one debuff. When in water, ATK +12-40% and the unit recieves no melee penalties.
Hell Hound
Hell Hound 3 Cavalry 40 45 20 19 1 5 Ride
After attacking, inflicts enemies within 2 blocks with "Damage Taken" +10-20%. Lasts 2 turns.
Lizardman
Lizardman 3 Aquatic 40 43 22 19 1 3 Water
When in water, ATK +15-45%.
Lobster Behemoth
Lobster Behemoth 3 Aquatic 43 37 26 16 1 3 Water
When in water, damage taken -15-50%.
Ocean Priest
Ocean Priest 3 Aquatic 43 37 23 26 2 3 Water
Normal attacks deal magic damage. When in water, ATK and MDEF +12-40%, healing recieved +10-30%, and this unit does not suffer melee range penalties.
Orc Berserker
Orc Berserker 3 Infantry 43 40 22 17 1 3 Walk
When soldier HP > 80%, ATK +15-45%.
Skeleton Knight
Skeleton Knight 3 Demon 43 40 22 19 1 3 Walk
Resurrection: After initiating battle, if Soldier HP is 0%, restore 15-45% soldier HP. When forced into battle by a non-Demon, non-Holy unit, DEF +10-30%.
Steelmane Werewolf
Steelmane Werewolf 3 Demon 48 40 23 19 1 5 Walk
After battle and after taking action, soldier restores 7-20% HP. When soldier HP >70%, ATK +14-40% when attacking and DEF +14-40% when attacked.
Stone Colossus
Stone Colossus 3 Lancer 48 34 28 16 1 3 Walk
When soldier HP < 70%, Damage Taken -10-30%.
Tide Caller
Tide Caller 3 Lancer 45 43 23 20 1 3 Water
Can trigger the following Aquatic Soldier Technology Effects: [Preemptive Strike], [Air-sea Advantage], [Aquatic Training], and [Water Elf Warding]. Soldier DEF increases by 7-20%. After battle, has a 30-100% chance to treat the terrain the enemy is on as Water for 1 turn.
Touch of the Netherworld
Touch of the Netherworld 3 Aquatic 43 40 23 24 2 3 Water
Physical damage dealt by normal attacks is treated as magic damage. Soldier ATK and MDEF increase by 10-25%. When in Water, this unit's attacks are not affected by melee damage reduction, and enemy soldiers within 2 blocks have their ATK and MDEF reduced by 5-15%.
Undead Knight
Undead Knight 3 Demon 40 40 22 20 1 5 Ride
Resurrection: After initiating battle, if Soldier HP is 0%, restore 15-45% soldier HP. When attacking non-Demon, non-Holy units, ATK +10-30%.
Vampire Bat
Vampire Bat 3 Flier 43 45 22 22 1 5 Fly
After attacking and entering battle, restore HP equal to 15-45% of damage dealt.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Horned Dino
Horned Dino 2 Cavalry 28 35 16 14 1 5 Ride
When soldier HP is 100%, ATK +10-20%.
Lesser Imp
Lesser Imp 2 Flier 34 35 17 17 1 5 Fly
When attacking units with 100% HP, after entering battle, ATK +10-20%.
Lobster
Lobster 2 Aquatic 34 29 20 12 1 3 Water
When attacking units with 100% HP, after entering battle ATK +10-20%.
Orc
Orc 2 Infantry 34 31 17 13 1 3 Walk
When attacking and entering battle, ATK +10-20%.
Rock Golem
Rock Golem 2 Lancer 37 26 22 12 1 3 Walk
When soldier HP < 70%, DEF +10-20%.
Skeleton Warrior
Skeleton Warrior 2 Demon 34 31 17 14 1 3 Walk
Resurrection: After initiating battle, if Soldier HP is 0%, restore 15-30% soldier HP.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Wolf
Wolf 1 Cavalry 22 29 14 11 1 5 Ride
Basic Cavalry.