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A harmonizer of the powers of nature, and a guardian who watches over thousands of creatures.

Biography[]


When Polyal was a young girl, she led an ordinary life as a member of the Greathoof tribe. However, when the great Flood swept across the land, her quiet and peaceful life was lost forever.
She fears loneliness, but also has no choice but to face it. To find a way to resist the Flood and save people's lives, she embarked on a lonely journey. Eventually, thanks to her strong faith, she was recognized by a legendary god, the Ancestor Spirit. Later on, she inherited the god's power and became the new Defender of Nature.

"With this power, the Flood can finally be resisted!"


Polyal also had a happy and complete family, but when the Flood struck her home, she was separated from them. After singlehandedly fighting back the demons that attacked after the Flood, Polyal embarked on a journey to find the legendary god who protected the tribe - the Ancestor Spirit. In doing so, she hoped to resist the Flood, rescue the survivors and find their families.
However, the search for the Ancestor Spirit was difficult, as the only clue Polyal had was that the god had a pair of horns...


Due to a lack of information, Polyal made a lot of mistakes in her search of the Ancestor Spirit, and accidentally mistook many creatures with horns as gods... As a result, she made many good friends, including Renata and Licorice, which became a wonderful start to her journey.

"Licorice, Renata and Gustav are like family to me. When I'm with them, I can forget about my tribe being displaced for a while."


Time after time, her search came up empty, but Polyal refused to give up hope. As her connection with the Ancestor Spirit grew, she also unknowingly stepped into the Demon Tribe's trap...
Chaos planned to control Polyal's body and use her connection to the Ancestor Spirit to steal its divine power. At one point, Polyal completely lost consciousness, but fortunately, Licorice and her friends managed to wake her up in time. With their help, Polyal was able to foil Chaos' plot and free the Ancestor Spirit from imprisonment.


After that, Polyal's piety and perseverance were recognized by the Ancestor Spirit, who then granted her its remaining power. From then on, Polyal inherited the duty of the Ancestor Spirit and became the Defender of Nature.
However, with great power comes great responsibility. As the mediator of the power of nature and the defender of all living creatures, Polyal has a long way to go as a Defender of Nature, and her struggle with the Flood will only continue...

"There's no doubt in my mind that the Ancestor Spirit truly exists! It's just that Polyal isn't strong enough to sense and wield its power."

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Lancer Battle God 4871 583 233 362 242 159 1 3 Walk When attacked by a unit with a higher HP percentage than yours, damage taken in battle decreases by 10% When actively attacking enemies with a higher HP percentage than yours, damage dealt increases by 10% after entering battle
Holy Spirit Walker 4555 583 256 362 297 143 1 3 Walk When Unit HP is above 80%, 10% less likely to receive critical damage When Unit HP is below 70%, damage increases by 10%

Talent


Ancestral Shield
For every 1 unit within a 3-ring range, ATK & DEF increase by 6% (up to 30%).
When an AoE skill deals damage to 2 or more enemies, reduce their DEF by 20% for 2 turns and gain [Immunity] and [Reinforcements] for 2 turns.
For every 1 unit within a 2-ring range, ATK & DEF increase by 5% (up to 25%).
When an AoE skill deals damage to 2 or more enemies, reduce their DEF by 15% for 2 turns and gain [Immunity] and [Reinforcements] for 1 turn.
For every 1 unit within a 2-ring range, ATK & DEF increase by 4% (up to 20%).
When an AoE skill deals damage to 3 or more enemies, reduce their DEF by 15% for 2 turns and gain [Immunity] and [Reinforcements] for 1 turn.
For every 1 unit within a 1-ring range, ATK & DEF increase by 3% (up to 15%).
When an AoE skill deals damage to 3 or more enemies, reduce their DEF by 10% for 2 turns and gain [Immunity] and [Reinforcements] for 1 turn.

Casting

Hymn of Prayer
Skill damage increases by 10%. After dealing damage with skill and taking action, this skill's cooldown reduced by 1 for each enemy hit, up to 3 turns).

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 Complete Time Rift 3-6 All Hero's Stats +10%
Legion's Bond - Honor   Legion's Bond - Honor 15 Change Class to Spirit Walker Soldier HP/ATK +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 4 with Licorice Licorice Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 5 with Patsyr Patsyr Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +40% +25% +25% +10%

Class Upgrades

Starting
Skill
:
Armor Pierce

High Lord
Last Stand

Warrior

Ancestor Disciple

Swordsman
Lance Phalanx
Unflinching
Roar

Battle God
Sweep

Spirit Walker
Brute Strength
Phalanx
Phalanx
Exorcist
Exorcist
Hurricane Dance
Rout
Stone Colossus
Stone Colossus
Guardian Infantry
Guardian Infantry

Skills

Skill Cost Type CD Range Span Description
Savage Trample 3 PDamage 6 Rounds 6 Blocks Straight
[Physical Damage] Gains 20% increased ATK, INT & DEF for 2 turns and charges towards the finish line, inflicting a [Displacement] effect on enemy units along 3 straight lines, carrying them and knocking them back until stopping, dealing 0.1x AoE damage. Clears all enemy terrain effects along the path and applies the [Mystic Path] special effect for 2 turns: When non-flying allied units pass through, they gain a chance to mitigate 1 block of Mobility Reduction. After taking action, deals 0.35x damage to enemies within 2 blocks and renders 1-3 enemies immobilized for 1 turn. (This skill's range decreases by 1 block each turn starting from the 4th turn, up to 3 blocks, and is only effective in PVP modes.)
Hurricane Dance 2 PDamage 3 Rounds Self 3 Blocks
[Physical Damage] Deals 0.33x AoE damage to all enemies within range and nullifies a random equipment skill for affected enemies (excluding Max HP effects) for 2 turns. When the target is a non-player hero, the effect is changed to "reducing a random stat by 25%" for 2 turns.
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.
Roar 2 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, dispels 2 enemy buffs. In addition, decreases their ATK & INT by 20%. Lasts 1 turn.
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.
Sweep 2 PDamage 2 Rounds 3 Blocks Straight
[Physical Damage] Attacks all enemies in 3 straight line, dealing 0.25x AoE damage and inflicting a [Displacement] effect: Knocks back all targets 2 blocks.
Last Stand 1 Passive - - -
[Passive] When Unit HP is lower than 50%, when entering battle, DEF & MDEF increase by 10%.
Unflinching 1 Passive - - -
[Passive] Grants 20% HP upon taking damage that would otherwise have been fatal. Can be triggered once per battle.

Skill Cost Type CD Range Span Description
Savage Trample 3 PDamage 6 Rounds 6 Blocks Straight
[Physical Damage] Gains 20% increased ATK, INT & DEF for 2 turns and charges towards the finish line, inflicting a [Displacement] effect on enemy units along 3 straight lines, carrying them and knocking them back until stopping, dealing 0.1x AoE damage. Clears all enemy terrain effects along the path and applies the [Mystic Path] special effect for 2 turns: When non-flying allied units pass through, they gain a chance to mitigate 1 block of Mobility Reduction. After taking action, deals 0.35x damage to enemies within 2 blocks and renders 1-3 enemies immobilized for 1 turn. (This skill's range decreases by 1 block each turn starting from the 4th turn, up to 3 blocks, and is only effective in PVP modes.)
Hurricane Dance 2 PDamage 3 Rounds Self 3 Blocks
[Physical Damage] Deals 0.33x AoE damage to all enemies within range and nullifies a random equipment skill for affected enemies (excluding Max HP effects) for 2 turns. When the target is a non-player hero, the effect is changed to "reducing a random stat by 25%" for 2 turns.

Skill Cost Type CD Range Span Description
Hurricane Dance 2 PDamage 3 Rounds Self 3 Blocks
[Physical Damage] Deals 0.33x AoE damage to all enemies within range and nullifies a random equipment skill for affected enemies (excluding Max HP effects) for 2 turns. When the target is a non-player hero, the effect is changed to "reducing a random stat by 25%" for 2 turns.
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.
Roar 2 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, dispels 2 enemy buffs. In addition, decreases their ATK & INT by 20%. Lasts 1 turn.
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.
Sweep 2 PDamage 2 Rounds 3 Blocks Straight
[Physical Damage] Attacks all enemies in 3 straight line, dealing 0.25x AoE damage and inflicting a [Displacement] effect: Knocks back all targets 2 blocks.

Skill Cost Type CD Range Span Description
Last Stand 1 Passive - - -
[Passive] When Unit HP is lower than 50%, when entering battle, DEF & MDEF increase by 10%.
Unflinching 1 Passive - - -
[Passive] Grants 20% HP upon taking damage that would otherwise have been fatal. Can be triggered once per battle.

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%.
Barbarian Warrior
Barbarian Warrior 3 Infantry 48 43 20 19 1 3 Walk
When attacking enemies with equal or lower HP%, soldier ATK +15-45%. When attacking enemies with higher HP%, soldier ATK and DEF +10-30%
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%.
Exorcist
Exorcist 3 Holy 40 37 22 20 1 3 Walk
When battling against demons, ATK +10-30%. Otherwise, DEF +10-30%.
Guardian Infantry
Guardian Infantry 3 Infantry 53 37 23 19 1 3 Walk
When soldier HP > 80%, DEF +15-45%.
Jungle Chain Dancer
Jungle Chain Dancer 3 Infantry 46 43 23 20 1 3 Terrain Master
When entering battle, Soldier ATK and DEF increase by 10-25%. When fighting on [Forest], [Mountain], or [Grassland] terrain, ATK increases by an extra 20%, and soldiers recover 10-30% of HP before battle.
Phalanx
Phalanx 3 Lancer 48 37 26 16 1 3 Walk
Physical Damage Taken -10-30%.
Stone Colossus
Stone Colossus 3 Lancer 48 34 28 16 1 3 Walk
When soldier HP < 70%, Damage Taken -10-30%.
Treant Guard
Treant Guard 3 Lancer 43 43 23 17 1 3 Walk
Healing received by soldiers increased by 10-30%. When soldier HP is 100%, ATK/DEF/MDEF +15-45%.
Zealot
Zealot 3 Holy 36 40 20 20 1 3 Walk
When soldier HP > 80%, for every buff on the unit, soldier ATK/DEF/MDEF +5-15%, up to 15-45%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
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%.
Maid
Maid 2 Infantry 28 31 18 18 1 3 Walk
When soldier HP > 80%, ATK +10-20%.
Monk
Monk 2 Holy 31 29 17 16 1 3 Walk
When battling against Demons, ATK +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
Lancer
Lancer 1 Lancer 31 24 17 10 1 3 Walk
Basic Lancer.