You may be looking for: Est: Junior Whitewing
Stats All stats have a degree of variation. The stat growth page explains how the variation works.
Level 1 stats Rarity HP Atk Spd Def Res Total 1 14/15/16 5/6/7 6/7/8 1/2/3 4/5/6 35 2 14/15/16 6/7/8 7/8/9 1/2/3 4/5/6 37 3 15/16/17 6/7/8 7/8/9 2/3/4 5/6/7 40 4 15/16/17 7/8/9 8/9/10 2/3/4 5/6/7 42 5 16/17/18 7/8/9 8/9/10 3/4/5 6/7/8 45
Level 40 stats Rarity HP Atk Spd Def Res Total 1 28/31/34 26/29/31 24/26/29 9/11/14 17/19/22 115~117 2 29/32/35 29/32/34 26/29/32 9/12/15 18/20/23 124~126 3 32/35/38 31/34/37 28/31/34 11/14/17 20/23/26 137 4 33/36/39 33/36/40 30/33/36 12/15/18 21/24/27 144~145 5 35/39/42 35/38/42 32/35/38 13/17/20 23/26/30 154~156
Growth Rates This set of values, after being multiplied by a rarity factor, determines how much each stat will increase from level 1 to level 40, see stat growth .
Rarity HP Atk Spd Def Res Total 3 50% 70% 60% 30% 45% 255%
Stats between level 1 and 40 For stat values between level 1 and 40, see this page .
Name Might Range Description SP Default Unlock Thunder 4 2 — 50 1 1 Elthunder 6 2 — 100 2 2 Thoron 9 2 — 200 4 3 Eagle's Egg 14 2 Grants Atk+3. If unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes unit's penalties during combat. 400 5 5
This unit owns no Assist skills.
Name Cooldown Description SP Default Unlock New Moon 3 Treats foe's Def/Res as if reduced by 30% during combat. 100 4 3 Moonbow 2 Treats foe's Def/Res as if reduced by 30% during combat. 200 — 4
Type Name Description SP Unlock A Fury 1 Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. 50 2 Fury 2 Grants Atk/Spd/Def/Res+2. After combat, deals 4 damage to unit. 100 3 Fury 3 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. 200 4 Fury 4 Grants Atk/Spd/Def/Res+4. After combat, deals 8 damage to unit. 300 5 B Chill Res 1 At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. 60 3 Chill Atk/Res 1 At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action. 120 4 Chill Atk/Res 2 At start of turn, inflicts Atk/Res-5 on foe on the enemy team with the highest Atk+Res total through its next action. 240 5 C Hone Atk 1 At start of turn, grants Atk+2 to adjacent allies for 1 turn. 50 1 Hone Atk 2 At start of turn, grants Atk+3 to adjacent allies for 1 turn. 100 2 Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 4