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Mariandel's elder brother, a valiant and dedicated ranger who has been through trials and tribulations.

Biography[]


A man with a half-cyborg body who has explored the entire continent in the course of countless heroic legends, McClaine is a sensible and righteous ranger who is indifferent to fame and fortune. Employing his rich combat experience on battlefields across the world to this day in the name of justice, his extraordinary journey is far from over.

"The look in your eyes is strong! There's no need for words between men of our caliber! The name's McClaine. Don't worry, I'll keep everyone safe!"


As an unsuccessful early experimental subject, McClaine was cruelly modified and then abandoned by the ambitious Gizarof. With his memories blocked, he wandered the world in a daze, carrying with him his obsession with finding his beloved sister Mariandel. That is, until he met the Great General of Yeless, Landius.
Like birds of a feather, they hit it off and soon became close comrades. Together, they weaved an epic tale of friendship and courage on their journey to defeat the evil Gizarof and save Yeless.

"The adventures of the past are still fresh in my mind, but where are my companions now...?"


But McClaine's journey did not end there. In his search for Jessica, he ended up in El Sallia. But on the way, he inadvertently found his long-lost sister - a vessel known as Lambda. Overcome with joy at having finally found his dear sister, McClaine decided that he would protect her from then on no matter what.


After the Final War, the adventurous McClaine found a new land for the displaced Moon People - the distant continent of Gelpais. Mary and Werner then ventured to the new continent together to uncover the truth about Mana. But they soon vanished, all contact was lost with them.
Deeply concerned about his sister's safety, McClaine searched ceaselessly for every scrap of information and every clue that he could find about them.


In the course of extensive training, McClaine has gradually learned to make optimal use of his mechanical half in sophisticated tactics and strategies. Though time has passed, his burning fighting spirit has not diminished in the slightest. Even on an unfamiliar continent, this war hero never wavers in his conviction that he will be reunited with his sister. His one goal in life now is to bring Mary home, just like he did before.

"The sheer joy of having a loved one I thought I'd never see again return to me is something I'll never forget... This time, I know we will be reunited too, Mary."

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Aquatic Serpent Master 4463 565 249 349 260 145 1 3 Water If the unit's HP is below 70%, all damage taken will be reduced by 10% after entering battle Deals 10% increased damage when attacked and forced into battle
Assassin Wandering Traveler 4139 535 274 311 260 300 2 3 Water When attacked by a unit with a higher HP percentage than yours, damage taken in battle decreases by 10% When the unit's HP falls below 70%, damage increases by 10%

Talent


Adaptation
When in water, ATK & DEF increase by 25%.
AoE skills apply the [Stream] special effect to all affected blocks for 2 turn: When this unit and the enemy are on [Stream], the current terrain is regarded as "water". When non-Flier or non-Aquatic enemy units move here, they consume 1 additional Mobility.
When in water, ATK & DEF increase by 20%.
AoE skills apply the [Stream] special effect to all affected blocks for 1 turn: When this unit and the enemy are on [Stream], the current terrain is regarded as "water". When non-Flier or non-Aquatic enemy units move here, they consume 1 additional Mobility.
When in water, ATK & DEF increase by 16%.
AoE skills apply the [Stream] special effect to all affected blocks for 1 turn: When this unit and the enemy are on [Stream], the current terrain is regarded as "water". When non-Flier or non-Aquatic enemy units move here, they consume 1 additional Mobility.
When in water, ATK & DEF increase by 12%.
AoE skills apply the [Stream] special effect to all affected blocks for 1 turn: When this unit and the enemy are on [Stream], the current terrain is regarded as "water". When non-Flier or non-Aquatic enemy units move here, they consume 1 additional Mobility.

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 Complete Time Rift (Elite) 3-1 Soldier ATK/DEF +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 4 with Werner Werner Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 5 with Mariandel Mariandel Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +20% +35% +25% +20%

Class Upgrades

Starting
Skill
:
Aqua Blast

Sailor
Riptide Component

Mysterious Traveler

Serpent Knight

Traveler
Sun Shade
Backbreaker
Shadow Raid

Serpent Master
Adversity

Wandering Traveler
Sly Stride
Tide Master
Tide Master
Dark Elf Sniper
Dark Elf Sniper
Terrifying Wave
Last Stand
Heavy Infantry
Heavy Infantry
Bandit
Bandit

Skills

Skill Cost Type CD Range Span Description
Lord of the Stream 3 PDamage None All 1-ring
[Passive] When taking deadly damage in water, instead of dying, 50% of HP is restored. Can only be triggered 1 time per battle.
[Physical Damage] Used either on oneself, on "water", "depths", or "swamp" terrain, or on [Stream]. Deals 0.1x AoE damage to enemies within a 1-ring range. Skill is swapped for [Swirling Whirlpool] after it is used.
[Swirling Whirlpool] Attacks a single enemy unit, dealing 1.4x damage that ignores Guard. If the enemy is in the water, crit chance increases by 20%. After battle, deals additional fixed damage equal to 1x ATK to all enemies in "water". The skill is swapped for [Lord of the Stream] after it is used. (This skill is not affected by melee damage reduction.)
Shadow Raid 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Direct assault, ignoring enemy guard skills to deal 1.3x damage.
Terrifying Wave 2 PDamage 5 Rounds 5 Blocks Straight
[Physical Damage] Attacks all enemies in 3 straight lines, dealing 0.3x AoE damage. Has a 25% chance to freeze the target if they are in "Water". Lasts 1 turn. If this skill hits 3 or more enemy units, its cooldown decreases by 3 turns.
Adversity 1 Passive - - -
[Passive] When HP is below 70%, ATK & DEF increase by 10%.
Last Stand 1 Passive - - -
[Passive] When Unit HP is lower than 50%, when entering battle, DEF & MDEF increase by 10%.
Riptide Component 1 Active 4 Rounds Self Single
[Active] Upon use, applies the [Stream] terrain effect to the current block and surrounding 2 blocks for 1 turn. Upon use, the hero can act again, and when passing through allied [Stream] terrain, can mitigate 2 blocks of Mobility Reduction. (After using this skill, any buffs on the hero do not lose their turn count.)
Sly Stride 1 Passive - - -
[Passive] Crit Chance increases by 10%. After eliminating an enemy, gain a chance to move another 3 blocks.
Sun Shade 1 Passive - - -
[Passive] When entering battle with a melee attack, after battle, 30% chance to restore HP (30% of damage dealt in this battle).

Skill Cost Type CD Range Span Description
Lord of the Stream 3 PDamage None All 1-ring
[Passive] When taking deadly damage in water, instead of dying, 50% of HP is restored. Can only be triggered 1 time per battle.
[Physical Damage] Used either on oneself, on "water", "depths", or "swamp" terrain, or on [Stream]. Deals 0.1x AoE damage to enemies within a 1-ring range. Skill is swapped for [Swirling Whirlpool] after it is used.
[Swirling Whirlpool] Attacks a single enemy unit, dealing 1.4x damage that ignores Guard. If the enemy is in the water, crit chance increases by 20%. After battle, deals additional fixed damage equal to 1x ATK to all enemies in "water". The skill is swapped for [Lord of the Stream] after it is used. (This skill is not affected by melee damage reduction.)
Terrifying Wave 2 PDamage 5 Rounds 5 Blocks Straight
[Physical Damage] Attacks all enemies in 3 straight lines, dealing 0.3x AoE damage. Has a 25% chance to freeze the target if they are in "Water". Lasts 1 turn. If this skill hits 3 or more enemy units, its cooldown decreases by 3 turns.
Riptide Component 1 Active 4 Rounds Self Single
[Active] Upon use, applies the [Stream] terrain effect to the current block and surrounding 2 blocks for 1 turn. Upon use, the hero can act again, and when passing through allied [Stream] terrain, can mitigate 2 blocks of Mobility Reduction. (After using this skill, any buffs on the hero do not lose their turn count.)

Skill Cost Type CD Range Span Description
Shadow Raid 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Direct assault, ignoring enemy guard skills to deal 1.3x damage.
Terrifying Wave 2 PDamage 5 Rounds 5 Blocks Straight
[Physical Damage] Attacks all enemies in 3 straight lines, dealing 0.3x AoE damage. Has a 25% chance to freeze the target if they are in "Water". Lasts 1 turn. If this skill hits 3 or more enemy units, its cooldown decreases by 3 turns.

Skill Cost Type CD Range Span Description
Adversity 1 Passive - - -
[Passive] When HP is below 70%, ATK & DEF increase by 10%.
Last Stand 1 Passive - - -
[Passive] When Unit HP is lower than 50%, when entering battle, DEF & MDEF increase by 10%.
Riptide Component 1 Active 4 Rounds Self Single
[Active] Upon use, applies the [Stream] terrain effect to the current block and surrounding 2 blocks for 1 turn. Upon use, the hero can act again, and when passing through allied [Stream] terrain, can mitigate 2 blocks of Mobility Reduction. (After using this skill, any buffs on the hero do not lose their turn count.)
Sly Stride 1 Passive - - -
[Passive] Crit Chance increases by 10%. After eliminating an enemy, gain a chance to move another 3 blocks.
Sun Shade 1 Passive - - -
[Passive] When entering battle with a melee attack, after battle, 30% chance to restore HP (30% of damage dealt in this battle).

Soldiers

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Bandit
Bandit 3 Assassin 40 40 20 20 2 3 Walk
Critical hit rate +10-30%. ATK +5-15%.
Cyborg Vessel
Cyborg Vessel 3 Infantry 40 43 22 19 1 3 Walk
When attacking, can attack alongside Hero's ranged attacks, and soldier's Damage Dealt +10-30%.
Dark Elf Sniper
Dark Elf Sniper 3 Archer 31 40 17 26 2 3 Walk
When attacking units with 100% HP, after entering battle, ATK & DEF +15-45%.
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.
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%.
Island Ambassador
Island Ambassador 3 Aquatic 43 43 23 22 2 4 Water
ATK, DEF, and MDEF +5-15%. When actively attacking an enemy in Water, ignore 3-10% enemy DEF. When in Water, the above effects are doubled, and this unit does not suffer melee range penalties.
Lizardman
Lizardman 3 Aquatic 40 43 22 19 1 3 Water
When in water, ATK +15-45%.
Lone Wing Arrow
Lone Wing Arrow 3 Archer 38 43 18 22 2 3 Walk
Soldier ATK increases by 10-30%. When fighting units with Mobility higher than 3, ATK increases by an additional 7-20%. After initiating battle, unit can move an additional 2 blocks.
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.
Pirate Raider
Pirate Raider 3 Aquatic 43 40 22 22 2 3 Water
When in water, unit does not receive melee penalties, and soldier damage taken -10-30% and ATK +7-20%. After actively dealing damage to enemies in water, steal 1 buff.
Samurai
Samurai 3 Assassin 40 40 22 22 2 3 Walk
Unit does not receive melee range penalties. When melee attacking, ATK +7-20%. When ranged attacking, critical hit rate +7-20%
Tide Master
Tide Master 3 Aquatic 43 40 23 19 1 3 Water
When in water, ATK and DEF +10-30%.
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%.
Wild Expedition
Wild Expedition 3 Archer 40 43 20 22 2 3 Walk
ATK +10-30%. When in Grassland or Water, unit is deemed to be on defensive terrain with 7-20% increased DEF.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Ambusher
Ambusher 2 Assassin 31 31 16 16 2 3 Walk
Critical hit rate +20-30%.
Dark Elf
Dark Elf 2 Archer 24 31 13 20 2 3 Walk
When attacking units with 100% HP, after entering battle, ATK +10-20%.
Elite Infantry
Elite Infantry 2 Infantry 34 31 18 14 1 3 Walk
When attacking and entering battle, damage taken -10-20%.
Maid
Maid 2 Infantry 28 31 18 18 1 3 Walk
When soldier HP > 80%, ATK +10-20%.
Merman Lord
Merman Lord 2 Aquatic 34 31 18 14 1 3 Water
When in water, ATK +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
Merman
Merman 1 Aquatic 28 26 15 12 1 3 Water
Basic Aquatic unit.