Altemuller

Talent: Supreme Overlord

Before entering battle, ATK increases by (3, 5, 7, 10)% and physical damage taken is decreased by (2, 3, 4, 5)%. Lasts 4 turns. Can be stacked up to 4 times.

Bond Requirement:

  • Glory: Level 5 Intimacy.
  • Light: Level 10 Intimacy + Reach Level 30.
  • Honor: Level 15 Intimacy + Upgrade to Dragon Master.
  • Toughness: Level 23 Intimacy + Clear Gate 6 with Anna's help.
  • Strength: Level 25 Intimacy + Clear Gate 7 with Emerick's help.
  • Level 70 Max Stats:

  • Grand Marshal: HP: 4,934 | ATK: 531 | INT: 268 | DEF: 361 | MDEF:255 | SKL: 123
  • Dragon Master: HP: 4,314 | ATK: 588 | INT: 268 | DEF: 312 | MDEF:348 | SKL: 179
  • Soldier Bonus:

  • HP: 40% | ATK: 40% | DEF: 10% | MDEF: 10%
  • Exclusive Equipment: Riguler Crown

    DEF & MDEF +5%. Buffs you've cast on yourself last for 1 more turn.

    Awakening: Supreme Battle

    Cost: ••• / CD:6 / Range:1 / Span:Single

    Attacks a single enemy, dealing 1.5x damage. If there are 2 or more enemies within a 1-ring span after battle, can attack again, but not move or move again (this act again effect cannot be triggered 2 or more times in the same round). Upon successfully eliminating a target, this skill's cooldown is reduced by 6 turns. [Cooldown Trigger] This effect requires you to wait 1 round before it can be triggered again.

    Classes & Soldiers

    Grand Marshal

    Soldiers: Phalanx, Vanguard Lancer

    Dragon Master

    Soldiers: Griffin Knight, Vampire Bat

    Training Ground

    Soldiers: Cyclops, Dark Centurion, Gargoyle

    Hawk Knight

    Raging Thunder

    Cost: •• / CD:2 / Range:1 / Span:Single

    Attacks a single enemy, dealing 1.5x damage. Grants [Windride] after battle: When HP is above 50%, damage taken from melee attacks decreases by 15%. Lasts 2 turns.

    Reinforcement

    Cost: / CD:- / Range:- / Span:-

    [Passive] After taking action, restores 20% Unit HP.

    General

    Parry

    Cost: / CD:- / Range:- / Span:-

    When nearby allies are under attack, enters the battle instead of them. When attacked, adds 7% of ATK to DEF.

    Grand Marshal

    Tactical Mastery

    Cost: •• / CD:3 / Range:Self / Span:All

    [Fusion Power] Grants ATK/INT+20%, DEF+20%, and MDEF+30% to all Strategic Masters units. Also grants "Unit's mobility type is changed to [Terrain Master]. If terrain increases DEF, damage dealt +15% in battle." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

    Strong Arm

    Cost: •• / CD:3 / Range:Self / Span:Single

    [Passive] Takes physical attack instead of nearby ally. [Active] Guard Range increases to 2 blocks, grants buffs [Block] and [Barb]. Lasts 2 turns.

    Dragon Knight

    DEF Command

    Cost: •• / CD:- / Range:- / Span:-

    DEF of all allies within 2 blocks increases by 10%.

    Dragon Master

    Gale

    Cost: / CD:- / Range:- / Span:-

    After attacking, 20% chance to attack again.

    Dragon's Breath

    Cost: •• / CD:5 / Range:Self / Span:2

    Deals 0.36x AoE damage to enemies within 2 blocks and debuffs each target. Grants [Windride] after battle: When HP is above 50%, damage taken from melee attacks decreases by 15%. Lasts 2 turns.

    Highlander

    Endure

    Cost: / CD:- / Range:- / Span:-

    When entering battle, DEF increases by 7%.