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This table shows the base Stats for all soldiers and their Skills at each training level.

Soldier Tier Class Range Mobility HP ATK DEF MDEF Skill
Aegis Garde
Aegis Garde 3 Lancer 1 3 Walk 45 40 22 20
Ranged damage taken -5-15%. When not on defensive terrain, soldier ATK and DEF +7-20%.
Amazon
Amazon 2 Lancer 1 3 Walk 31 34 17 16
When attacking and entering battle, ATK +10-20%.
Amazon Champion
Amazon Champion 3 Lancer 1 3 Walk 40 43 22 20
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.
Ambusher
Ambusher 2 Assassin 2 3 Walk 31 31 16 16
Critical hit rate +20-30%.
Angel
Angel 3 Flier 1 5 Fly 43 43 22 26
Magic Damage Taken -15-45%. When soldier HP > 50%, ATK and DEF +7-20%.
Archer
Archer 1 Archer 2 3 Walk 22 26 12 15
Basic Archer.
Ark Assassin
Ark Assassin 3 Assassin 2 3 Walk 38 43 23 18
ATK +5-15%, Critical hit rate +10-30%. When battling enemies with less than 100% HP, critical damage dealt +7-20%.
Ballista
Ballista 2 Archer 2 3 Walk 24 29 13 16
Unit normal attack range +1. When attacking and entering battle, unit damage dealt -40-20%.
Bandit
Bandit 3 Assassin 2 3 Walk 40 40 20 20
Critical hit rate +10-30%. ATK +5-15%.
Barbarian Warrior
Barbarian Warrior 3 Infantry 1 3 Walk 48 43 20 19
When attacking enemies with equal or lower HP%, soldier ATK +15-45%. When attacking enemies with higher HP%, soldier ATK and DEF +10-30%
Berserker
Berserker 3 Infantry 1 3 Walk 40 43 22 19
Critical hit rate +10-30%. ATK +5-15%.
Bishop
Bishop 3 Holy 1 3 Walk 34 31 19 28
Normal attacks deal magic damage. Hero's healing effects +5-15%. When Soldier HP > 80%, DEF +10-30%.
Bolt Ranger
Bolt Ranger 3 Archer 2 5 Ride 40 37 22 19
When forced into battle with HP > 50%, have a 30-100% chance to reduce damage taken by 50%.
Bone Dino
Bone Dino 3 Cavalry 1 5 Ride 36 45 20 19
When soldier HP > 80%, ATK +15-45%.
Catapult
Catapult 3 Archer 2 3 Walk 31 37 17 20
Unit normal attack range +1. When attacking and entering battle, unit damage dealt -30-10% and 7-20% chance to inflict 1 debuff.
Cavalier of Flame
Cavalier of Flame 3 Cavalry 1 5 Terrain Master 43 45 23 19
Soldier ATK +10-30%. When Soldier HP is higher than 80%, reduce the ATK & DEF of all enemy soldiers within 2 blocks by 5-15%.
Cavalry
Cavalry 1 Cavalry 1 5 Ride 26 28 14 11
Basic Cavalry.
Conjurer
Conjurer 3 Mage 2 3 Walk 40 37 20 24
Physical damage dealt by normal attacks is treated as magic damage. If no damage is dealt by the end of this unit's turn, soldiers recover 10-30% of their HP, and in the next battle, soldier ATK increases by 7-20% and damage taken is reduced by 9-25%.
Crossbow Rider
Crossbow Rider 1 Archer 2 5 Ride 23 24 13 13
Basic Archer with increased Mobility.
Crystal Molder
Crystal Molder 3 Lancer 1 3 Walk 48 34 22 22
After taking action, restore 10-30% soldier HP. When forced into battle by a magic attack, unit reflects 10-30% of damage taken.
Crystal Warlock
Crystal Warlock 3 Mage 2 3 Walk 43 37 22 19
Normal attacks deal magic damage. After taking action, restore 10-30% soldier HP. When forced into battle by a physical attack, unit reflects 10-30% of damage taken.
Cyborg Vessel
Cyborg Vessel 3 Infantry 1 3 Walk 40 43 22 19
When attacking, can attack alongside Hero's ranged attacks, and soldier's Damage Dealt +10-30%.
Cyclops
Cyclops 3 Infantry 1 3 Walk 48 43 20 19
When attacking enemies with lower HP%, ATK and DEF are increased by 10-30%.
Dark Alchemist
Dark Alchemist 3 Mage 2 3 Fly 40 40 20 19
Normal attacks deal magic damage. After taking action, restore 10-30% soldier HP. When soldier HP > 80%, soldier range +1 and ATK +10-30%.
Dark Centurion
Dark Centurion 3 Lancer 1 3 Walk 48 40 26 16
After being forced into battle when soldier HP > 10%, have a 30-100% chance to trigger one instance of [Barb] damage.
Dark Elf
Dark Elf 2 Archer 2 3 Walk 24 31 13 20
When attacking units with 100% HP, after entering battle, ATK +10-20%.
Dark Elf Sniper
Dark Elf Sniper 3 Archer 2 3 Walk 31 40 17 26
When attacking units with 100% HP, after entering battle, ATK & DEF +15-45%.
Dark Guard
Dark Guard 3 Infantry 1 3 Walk 53 37 23 19
After attacking in battle, deal fixed damage to the target equal to 5-15% of their Max HP, and restore 10-30% soldier HP.
Deck Gunner
Deck Gunner 3 Archer 2 3 Walk 40 45 22 20
ATK +10-30%. When actively attacking, if either this or the target is on defensive terrain, then ignore 5-15% of the enemy's DEF.
Demihuman Wanderer
Demihuman Wanderer 3 Assassin 2 3 Walk 36 45 20 18
Critical Rate +10-30%. After taking action, there is a 30-100% chance of obtaining an additional soldier, twice. This effect can exceed the maxium soldier count by 2. The additional soldiers last 1 turn.
Demon Hunter
Demon Hunter 3 Archer 2 5 Ride 36 37 20 20
Before attacking and entering battle, 30-75% chance to inflict "Movement -2 and cannot guard" and "DEF -20%". Lasts 1 turn.
Dragon Trooper
Dragon Trooper 3 Flier 1 5 Fly 43 43 23 22
For every block moved before attacking, soldier ATK +2-6%, up to 10-30%, and damage taken -2-6%, up to 10-30%. After being attacked and taking damage, unit movement +2. Lasts 1 turn.
Dragoon
Dragoon 3 Cavalry 1 5 Ride 43 43 22 19
When attacking and entering battle, ATK and DEF +10-30%.
Duskwing Blade
Duskwing Blade 3 Assassin 2 3 Walk 38 43 20 20
ATK increases by 5-15%. Crit increases by 10-30%. After taking action, if in the Danger Zone, Soldier ATK and Crit Damage increase by 7-20% for 1 turn.
Dwarf Adventurer
Dwarf Adventurer 3 Archer 2 3 Walk 34 37 17 20
Hero skill targeting all become linear. Unit damage dealt +5-15%.
Earth Elf Knight
Earth Elf Knight 3 Assassin 2 5 Walk 36 43 20 20
Critical hit rate +10-30%. After scoring a critical hit, inflict 1 random debuff and steal 1 buff.
Ecliptic Dragon Rider
Ecliptic Dragon Rider 3 Flier 1 5 Fly 45 45 23 22
Soldier ATK and DEF increase by 7-20%. When fighting enemies with a lower or equal HP percentage, soldier ATK and DEF increase by an additional 7-20%.
Elf
Elf 2 Archer 2 3 Walk 26 31 14 18
When in forest or mountain terrain, ATK +10-20%.
Elf Master
Elf Master 3 Archer 2 3 Walk 34 40 19 23
When in forest or mountain terrain, ATK +10-30%.
Elite Cavalry
Elite Cavalry 2 Cavalry 1 5 Ride 31 34 17 13
When attacking and entering battle, damage taken -10-20%.
Elite Infantry
Elite Infantry 2 Infantry 1 3 Walk 34 31 18 14
When attacking and entering battle, damage taken -10-20%.
Elite Lancer
Elite Lancer 2 Lancer 1 3 Walk 37 29 20 12
When forced into battle, damage dealt +10-20%.
Elven Cavalry Archer
Elven Cavalry Archer 3 Archer 2 5 Ride 36 40 20 23
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.
Elven Spear Thrower
Elven Spear Thrower 3 Lancer 1 3 Walk 45 43 24 20
Soldier ATK +10-30%. When ranged attacked, may counterattack while also gaining physical damage taken -7-20%.
Exorcist
Exorcist 3 Holy 1 3 Walk 40 37 22 20
When battling against demons, ATK +10-30%. Otherwise, DEF +10-30%.
Fairy Spirit Prophet
Fairy Spirit Prophet 3 Mage 2 5 Fly 37 41 17 22
Normal attacks deal magic damage. When attacking and entering battle, soldier ATK +10-30%, soldier damage dealt +5-15%, and reflect damage received -12-50%.
Fang Guard
Fang Guard 3 Infantry 1 5 Walk 40 43 22 20
Soldier HP and ATK +10-30%. When entering battle with a melee attack, reflect 7-20% of damage taken, and after battle, restore HP equal to the amount of damage reflected.
Fang Subjugator
Fang Subjugator 3 Cavalry 1 5 Terrain Master 43 45 24 17
Soldier ATK and DEF increase by 10-25%. When initiating battle, soldiers take 10-30% less damage and recover 10-30% of HP before battle.
Fighting Monk
Fighting Monk 3 Holy 2 3 Walk 40 40 19 23
When attacked, the unit will not receive melee range penalties. Hero's healing effects +5-15%. Soldier DEF +8-25%. When hero is Holy class, soldier ATK +10-30%.
Firebrand Sniper
Firebrand Sniper 3 Archer 2 3 Walk 34 40 19 23
When attacking and entering battle, ATK +10-30% and after battle deal fixed damage equal to 5-15% of target's Max HP.
Forest Night Elf
Forest Night Elf 3 Assassin 2 3 Walk 38 43 20 20
Soldier ATK and Critical Hit Rate +6-15%. When attacking, soldier critical hit rate and critical damage +6-15%; If the unit is on Forest Terrain, will attack first.
Forest Priest
Forest Priest 3 Holy 2 3 Walk 40 31 20 23
Normal attacks deal magic damage. Hero's healing effects +5-15%. When hero casts skills on allies, have a 30-100% chance to remove 1 debuff.
Gallant Duelist
Gallant Duelist 3 Infantry 1 4 Walk 43 43 23 20
When attacking and entering battle, soldier ATK and critical hit rate +10-30%. When forced into battle, have a 60% chance to reduce soldier physical damage taken by 10-25%.
Gargoyle
Gargoyle 3 Flier 1 5 Fly 43 45 22 22
When soldier HP > 50%, ATK +10-30%. When soldier HP < 50%, DEF +10-30%.
Ghost of the Fog
Ghost of the Fog 3 Demon 2 5 Fly 40 37 22 24
Normal attacks deal magic damage. When actively attacking, ATK +10-30%. When forced into battle, physical damage taken -5-15%. After battle if Soldier HP is 0% then restore 15-45% soldier HP.
Giant Lizard Rider
Giant Lizard Rider 3 Cavalry 1 5 Terrain Master 43 43 24 19
Soldier ATK and DEF +10-25%. When attacking and entering battle, if there are no other enemies within 1 block of the target, then gain a further ATK +8-20%.
Giant Zombie
Giant Zombie 3 Demon 1 3 Terrain Master 40 42 24 18
HP, ATK, and Critical Hit Rate are increased by 8-35%. If before entering battle, soldier HP < 100%, then after battle restore 8-40% HP.
Glacial Elemental
Glacial Elemental 3 Aquatic 2 3 Water 43 40 22 24
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.
Golden Knight
Golden Knight 3 Cavalry 1 5 Ride 43 43 22 22
When soldier HP is 100%, all damage taken -8-20%. When the Hero's class is [Cavalry], soldier ATK and DEF +8-30%.
Griffin Knight
Griffin Knight 3 Flier 1 5 Fly 40 45 20 23
When soldier HP > 80%, ATK and DEF +10-30%.
Griffin Rider
Griffin Rider 2 Flier 1 5 Fly 31 35 16 18
When Soldier HP > 80%, damage taken -10-20%.
Guardian Cavalry
Guardian Cavalry 3 Cavalry 1 5 Ride 43 40 23 17
When attacking and entering battle, damage taken -15-45%.
Guardian Infantry
Guardian Infantry 3 Infantry 1 3 Walk 53 37 23 19
When soldier HP > 80%, DEF +15-45%.
Hawk Rider
Hawk Rider 1 Flier 1 5 Fly 26 29 13 15
Basic Flier.
Heavensguard
Heavensguard 3 Cavalry 1 5 Ride 36 43 22 22
For every block moved before attacking, soldier ATK +5-15%, up to 15-45%.
Heavy Cavalry
Heavy Cavalry 3 Cavalry 1 5 Ride 40 43 22 17
ATK +7-20%.
Heavy Centurion
Heavy Centurion 3 Lancer 1 3 Walk 48 37 23 17
When forced into battle, ATK and DEF +10-30%.
Heavy Infantry
Heavy Infantry 3 Infantry 1 3 Walk 43 40 23 19
When attacking and entering battle, soldier ATK +10-30%. When forced into battle, soldier DEF +10-30%.
Hell Core
Hell Core 3 Demon 1 5 Walk 48 40 20 23
When not in Water, ATK increases by 8-40%. After taking action, deals fixed damage equal to 5-15% of Hell Core's current HP to enemies within 2 blocks. Enemies within 2 blocks also take this damage after taking action.
Hell Hound
Hell Hound 3 Cavalry 1 5 Ride 40 45 20 19
After attacking, inflicts enemies within 2 blocks with "Damage Taken" +10-20%. Lasts 2 turns.
Hellfire Archer
Hellfire Archer 3 Demon 1 3 Walk 34 40 20 19
Resurrection: After initiating battle, if Soldier HP is 0%, restore 15-45% soldier HP. After battle, deal fixed damage equal to 5-15% of target's Max HP.
Highland Warrior
Highland Warrior 3 Infantry 1 3 Walk 43 40 22 20
ATK increased and Damage Taken decreased by 5-15%.
Holy
Holy 1 Holy 2 3 Walk 22 20 12 18
Basic Holy unit. Normal attacks deal magic damage.
Holy Guard Mage
Holy Guard Mage 3 Holy 1 3 Walk 48 37 24 24
Normal attacks deal magic damage. When forced into battle, DEF and MDEF +10-30%, and if the hero is Holy class, ATK +10-30%.
Holy Knight
Holy Knight 3 Holy 2 5 Ride 34 34 19 26
Normal attacks deal magic damage. Hero's healing effects +5-15%. When Soldier HP > 80%, DEF +10-30%.
Holy Pegasus
Holy Pegasus 3 Flier 1 5 Fly 40 43 23 23
When attacking and entering battle with soldier HP > 50%, 30-100% chance to reduce damage taken by 50%.
Hoplite
Hoplite 3 Lancer 1 3 Walk 43 43 23 17
Soldier ATK and DEF +7-20%. When attacking, soldier damage dealt +7-20% and disable all class effects.
Horned Dino
Horned Dino 2 Cavalry 1 5 Ride 28 35 16 14
When soldier HP is 100%, ATK +10-20%.
Infantry
Infantry 1 Infantry 1 3 Walk 28 26 15 12
Basic Infantry.
Inquisitor
Inquisitor 2 Holy 1 3 Walk 26 24 14 22
Normal attacks deal magic damage. Hero's healing effects +5-10%.
Island Ambassador
Island Ambassador 3 Aquatic 2 4 Water 43 43 23 22
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.
Jungle Chain Dancer
Jungle Chain Dancer 3 Infantry 1 3 Terrain Master 46 43 23 20
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.
Kunoichi
Kunoichi 2 Assassin 2 3 Walk 31 29 17 20
Critical hit rate +20-30%. After scoring a critical hit, inflict 1 random debuff.
Lancer
Lancer 1 Lancer 1 3 Walk 31 24 17 10
Basic Lancer.
Lava Titan
Lava Titan 3 Lancer 1 3 Walk 53 34 26 19
After taking action, inflict [Burn] on 1 enemy within 2 blocks: After taking action, take fixed damage equal to 10-30% of max HP.
Lesser Imp
Lesser Imp 2 Flier 1 5 Fly 34 35 17 17
When attacking units with 100% HP, after entering battle, ATK +10-20%.
Leviathan
Leviathan 3 Aquatic 2 3 Water 43 40 23 19
When in water and attacking units with HP > 50%, after entering battle ATK +15-40%.
Lizardman
Lizardman 3 Aquatic 1 3 Water 40 43 22 19
When in water, ATK +15-45%.
Lobster
Lobster 2 Aquatic 1 3 Water 34 29 20 12
When attacking units with 100% HP, after entering battle ATK +10-20%.
Lobster Behemoth
Lobster Behemoth 3 Aquatic 1 3 Water 43 37 26 16
When in water, damage taken -15-50%.
Lone Wing Arrow
Lone Wing Arrow 3 Archer 2 3 Walk 38 43 18 22
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.
Maid
Maid 2 Infantry 1 3 Walk 28 31 18 18
When soldier HP > 80%, ATK +10-20%.
Masked Maid
Masked Maid 3 Infantry 1 3 Walk 36 40 23 23
Before entering battle, unit loses 10-5% of current HP, and gain ATK/DEF/MDEF +15-45%.
Mechanical Dragon Knight
Mechanical Dragon Knight 3 Flier 1 5 Fly 43 45 24 18
ATK/DEF +12-25%. When melee attacked, physical damage taken -12-25%.
Mechanical Knight
Mechanical Knight 3 Cavalry 1 5 Ride 43 43 22 20
When attacking, soldier ATK +10-30%. When attacked, soldier DEF+5-15%. When soldier HP is at least 100-80%, have up to 2 chances to negate mobility reduction when moving through defensive terrain.
Merman
Merman 1 Aquatic 1 3 Water 28 26 15 12
Basic Aquatic unit.
Merman Lord
Merman Lord 2 Aquatic 1 3 Water 34 31 18 14
When in water, ATK +10-20%.
Mist Dancer
Mist Dancer 3 Assassin 2 3 Walk 40 37 22 26
Critical hit rate +15-45%. After scoring a critical hit, inflict 1 random debuff.
Molten Sorcerer
Molten Sorcerer 3 Mage 2 3 Walk 43 40 17 22
Normal attacks deal magic damage. ATK +10-30%. Before actively attacking and entering combat, loses 10% HP and deal [fixed damage] equal to 50-150% of HP lost to the enemy unit.
Monk
Monk 2 Holy 1 3 Walk 31 29 17 16
When battling against Demons, ATK +20-30%.
Ocean Priest
Ocean Priest 3 Aquatic 2 3 Water 43 37 23 26
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
Orc 2 Infantry 1 3 Walk 34 31 17 13
When attacking and entering battle, ATK +10-20%.
Orc Berserker
Orc Berserker 3 Infantry 1 3 Walk 43 40 22 17
When soldier HP > 80%, ATK +15-45%.
Pact Golem
Pact Golem 3 Demon 1 5 Walk 48 40 23 23
When soldier HP is higher than 80%, ATK, DEF, MDEF +8-20%. When range attacked, damage reduced by 8-20%.
Paladin
Paladin 2 Cavalry 1 5 Ride 31 31 17 20
When battling against [Demons], ATK and DEF +20-30%.
Pegasus Rider
Pegasus Rider 2 Flier 1 5 Fly 31 34 18 18
When ranged attacked, damage taken -20-30%.
Phalanx
Phalanx 3 Lancer 1 3 Walk 48 37 26 16
Physical Damage Taken -10-30%.
Pirate Raider
Pirate Raider 3 Aquatic 2 3 Water 43 40 22 22
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.
Poison Bat Mage
Poison Bat Mage 3 Mage 2 5 Fly 37 40 18 23
Normal attacks deal magic damage. When attacking and entering battle, soldier ATK +10-40%. Before battle, have a 30-100% chance to inflict 1 random debuff.
Radiant Preacher
Radiant Preacher 3 Holy 2 3 Walk 38 40 22 22
Physical damage dealt by normal attacks is treated as magic damage. Soldier ATK increases by 10-30%. For each 1 block between the target and this unit, ATK is further increased by 2-5%. Before battle, soldiers recover 2-5% of their Max HP (up to 6-15%).
Redeemer
Redeemer 3 Holy 1 3 Walk 48 34 22 22
When forced into battle, damage taken -7-20%. If this unit has no debuffs, then can ignore one instance of fatal damage, restoring 20% HP afterwards. Soldier Max HP then decreases by 50-20%.
Rock Golem
Rock Golem 2 Lancer 1 3 Walk 37 26 22 12
When soldier HP < 70%, DEF +10-20%.
Royal Cavalry
Royal Cavalry 3 Cavalry 1 5 Ride 43 43 23 17
When soldier HP > 80%, physical damage taken -15-45%.
Royal Protector
Royal Protector 3 Infantry 1 3 Walk 43 40 22 23
When attacked, soldiers gain +1 range, ATK is increased and magic damage taken is decreased by 10-30%.
Samurai
Samurai 3 Assassin 2 3 Walk 40 40 22 22
Unit does not receive melee range penalties. When melee attacking, ATK +7-20%. When ranged attacking, critical hit rate +7-20%
Sand Sea Mercenary
Sand Sea Mercenary 3 Infantry 1 3 Walk 45 43 22 20
When entering battle, soldier ATK/DEF/MDEF +7-20%. After taking action, restore 7-20% of soldier HP. When there are no allies within 1 block, all of the above effects are doubled.
Scorpio
Scorpio 3 Cavalry 1 5 Walk 43 43 23 17
When attacking, soldier ATK +5-15% and critical hit rate +10-30%. When battling on [Desert], [Dunes], and [Cave] terrain, damage taken -10-30%.
Sharpshooter
Sharpshooter 2 Archer 2 5 Ride 28 29 16 16
When attacking, 20-30% chance to inflict DEF -20%. Lasts 1 turn.
Shinobi
Shinobi 3 Assassin 2 3 Walk 36 43 20 20
Critical hit rate +10-30%. After scoring a critical hit, deal fixed damage equal to 7-20% of target's Max HP.
Shrine Maiden
Shrine Maiden 3 Holy 2 3 Walk 36 31 17 28
Normal attacks deal magic damage. When Unit HP is 100%, hero physical damage taken -30-75%.
Siege Ballista
Siege Ballista 3 Archer 2 3 Walk 34 41 19 21
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%.
Skeleton Archer
Skeleton Archer 2 Demon 2 3 Walk 26 31 16 14
Resurrection: After initiating battle, if Soldier HP is 0%, restore 15-30% soldier HP.
Skeleton Knight
Skeleton Knight 3 Demon 1 3 Walk 43 40 22 19
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%.
Skeleton Soldier
Skeleton Soldier 1 Demon 1 3 Walk 28 26 14 12
Basic Demon.
Skeleton Warrior
Skeleton Warrior 2 Demon 1 3 Walk 34 31 17 14
Resurrection: After initiating battle, if Soldier HP is 0%, restore 15-30% soldier HP.
Sky Archer
Sky Archer 3 Archer 2 3 Fly 36 40 17 23
Unit's movement type becomes Flying. When attacking and entering battle, ATK +10-30%.
Sorceress
Sorceress 3 Mage 2 5 Fly 34 40 17 28
Normal attacks deal magic damage. When soldier HP is 100%, ATK and MDEF +15-45%.
Spider Demon Elf
Spider Demon Elf 3 Demon 2 5 Walk 43 37 22 22
Normal attacks deal magic damage. Before attacking and entering battle, 30-75% chance to inflict "Movement -2" and "MDEF -20%". Lasts 1 turn.
Starprisma Pegasus
Starprisma Pegasus 3 Flier 1 5 Fly 45 43 22 22
ATK, DEF, and MDEF +12-25%. When moving 3 or more blocks before battle, damage dealt +5-15%.
State Guard
State Guard 3 Lancer 1 3 Walk 43 43 22 22
Soldier ATK +10-30%. When attacking and entering battle, soldiers ignore 5-15% of the target's DEF. Before being forced into battle, for every block moved by the enemy, soldiers deal +2-6% damage (up to +10-30%)
Steel Wing Warrior
Steel Wing Warrior 3 Flier 1 5 Fly 43 45 22 22
When attacking, soldier ATK +10-30%. When ranged attacked, soldier DEF and MDEF +10-30%.
Steelmane Werewolf
Steelmane Werewolf 3 Demon 1 5 Walk 48 40 23 19
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 1 3 Walk 48 34 28 16
When soldier HP < 70%, Damage Taken -10-30%.
Templar Knight
Templar Knight 3 Cavalry 1 5 Ride 40 40 22 26
MDEF +15-45%. When battling against Demons, ATK and DEF +15-45%
Thaumaturge
Thaumaturge 2 Mage 2 3 Walk 26 29 14 18
Normal attacks deal magic damage. When attacking and entering battle, ATK +10-20%.
The Faceless
The Faceless 3 Assassin 2 3 Walk 36 43 20 22
Soldier ATK and Critical Hit Rate +5-15%. Before entering battle, cause the enemy to have a +5-15% chance to be critically hit.
Thief
Thief 1 Assassin 2 3 Walk 26 26 13 13
Basic Assassin.
Tidal Elf
Tidal Elf 3 Aquatic 1 3 Fly 43 37 23 22
Normal attacks deal magic damage. When in water, soldier physical damage taken -15-45% and ATK +7-20%.
Tide Caller
Tide Caller 3 Lancer 1 3 Water 45 43 23 20
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.
Tide Master
Tide Master 3 Aquatic 1 3 Water 43 40 23 19
When in water, ATK and DEF +10-30%.
Touch of the Netherworld
Touch of the Netherworld 3 Aquatic 2 3 Water 43 40 23 24
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%.
Treant Guard
Treant Guard 3 Lancer 1 3 Walk 43 43 23 17
Healing received by soldiers increased by 10-30%. When soldier HP is 100%, ATK/DEF/MDEF +15-45%.
Undead Knight
Undead Knight 3 Demon 1 5 Ride 40 40 22 20
Resurrection: After initiating battle, if Soldier HP is 0%, restore 15-45% soldier HP. When attacking non-Demon, non-Holy units, ATK +10-30%.
Unicorn
Unicorn 3 Cavalry 1 5 Ride 43 43 22 22
Normal attacks deal magic damage. The unit's movement type is changed to [Terrain Master]. When battling on Grasslands, Mountain, or Forest terrain, ATK and MDEF +10-30%.
Vampire Bat
Vampire Bat 3 Flier 1 5 Fly 43 45 22 22
After attacking and entering battle, restore HP equal to 15-45% of damage dealt.
Vanguard Lancer
Vanguard Lancer 3 Lancer 1 3 Walk 43 40 23 17
When soldier HP < 70%, ATK +15-45%.
War Falcon
War Falcon 3 Flier 1 5 Fly 45 47 24 23
When battling enemies with movement not exceeding this unit, ATK +10-30%. If the hero is a Flier class, then when actively attacking damage taken -10-30%.
Warlock
Warlock 1 Mage 2 3 Walk 22 24 12 15
Basic Mage. Normal attacks deal magic damage.
Warrior
Warrior 2 Infantry 1 3 Walk 31 34 17 14
When attacking and entering battle, critical hit rate +10-20%.
Wild Expedition
Wild Expedition 3 Archer 2 3 Walk 40 43 20 22
ATK +10-30%. When in Grassland or Water, unit is deemed to be on defensive terrain with 7-20% increased DEF.
Windbloom Chanter
Windbloom Chanter 3 Holy 2 3 Walk 40 34 22 22
Normal attacks deal magic damage. Hero's healing effects +5-15%. When hero casts skills on allies, there is a 30-100% chance to grant cooldown -1 to a random skill that deals damage.
Witch
Witch 2 Mage 2 5 Fly 26 31 13 22
Normal attacks deal magic damage. When soldier HP is 100%, ATK +10-20%.
Wizard
Wizard 3 Mage 2 3 Walk 34 37 19 23
Normal attacks deal magic damage. When attacking and entering battle, ATK and MDEF +10-30%.
Wolf
Wolf 1 Cavalry 1 5 Ride 22 29 14 11
Basic Cavalry.
Zealot
Zealot 3 Holy 1 3 Walk 36 40 20 20
When soldier HP > 80%, for every buff on the unit, soldier ATK/DEF/MDEF +5-15%, up to 15-45%.
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