Landius

Talent: United Will

After taking action, if there is an ally within (1, 2, 2, 3) blocks, ATK+(10, 13, 16, 20)% and (5, 8, 11, 15)% of ATK is added to DEF & MDEF. Lasts 1 turn. When hit by a ranged attack, reduces damage taken by (10, 13, 16, 20)% and launches a counterattack within 2 blocks.

Bond Requirement:

  • Glory: Level 5 Intimacy.
  • Light: Level 10 Intimacy + Reach Level 30.
  • Honor: Level 15 Intimacy + Upgrade to Royal Knight.
  • Toughness: Level 23 Intimacy + Win 5 times in Arena with this character.
  • Strength: Level 25 Intimacy + Help with Rachel's Gate 4.
  • Level 70 Max Stats:

  • Grand Marshal: HP: 5,344 | ATK: 534 | INT: 247 | DEF: 341 | MDEF:211 | SKL: 118
  • Royal Knight: HP: 5,032 | ATK: 563 | INT: 247 | DEF: 295 | MDEF:265 | SKL: 132
  • Soldier Bonus:

  • HP: 20% | ATK: 35% | DEF: 35% | MDEF: 10%
  • Exclusive Equipment: The Protector's Remembrance

    ATK+10%. When attacked and entering battle, if there are any allies within 2 blocks of this unit, then for every block between this unit and the attacker, this unit takes 5% less damage, up to 15%.

    Awakening: Peace of Mind

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

    [Passive] Take all attacks for friendly units you are next to and cannot be displaced. [Command] All friendly units within 2 blocks take 15% less ranged damage, have 30% less chance of being critically hit, and healing effects on them are increased by 15%. [Active] Guard range increased to 2 blocks and Command range increased to 3 blocks. All enemy units within a 2-block radius cannot benefit from Move Again effects. Lasts 3 turns.

    Classes & Soldiers

    Grand Marshal

    Soldiers: Vanguard Lancer, Guardian Infantry

    Royal Knight

    Soldiers: Guardian Cavalry, Templar Knight

    Training Ground

    Soldiers: Dark Guard, Heavy Centurion, Treant Guard, Royal Cavalry

    Knight

    Rout

    Cost: •• / CD:3 / Range:1 / Span:Single

    Attacks a single enemy, dealing 1x damage. Pushes the target back 2 blocks and renders them unable to act for 1 turn.

    Move Again

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

    When initiating combat, damage increases by 10%. If remaining Mobility is not zero, can move again after attacking.

    General

    Lance Phalanx

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

    [Passive] Takes physical attack instead of nearby ally. [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.

    Grand Marshal

    Iron Helmet

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

    When attacked with a ranged attack, 25% chance to reduce damage taken by 50%.

    Indomitable

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

    [Passive] Grants 20% HP upon taking damage that would otherwise have been fatal. Can be triggered once per battle.

    Highlander

    Counterattack

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

    Takes physical damage for adjacent allies. When attacked, increases ATK by 12%.

    Royal Knight

    Resplendent Legend

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

    [Fusion Power] Grants ATK/INT+20%, DEF+20%, and MDEF+30% to all Yeless Legend units. Also grants "Damage Dealt +15% against enemies which you have no class advantage." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

    Tranquility

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

    [Passive] Bears all attacks for allied units within 1 block. [Command] Friendly units within 2 blocks are 30% less likely to be critically hit and also take 15% less ranged damage. [Active] Guard range increases to 2 blocks and Command range increases to 3 blocks. Lasts 2 turns.

    Swordsman

    Sun Slash

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

    Attacks a single enemy, dealing 1.5x damage. After battle, restores HP (30% damage).