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 6/7/8 2/3/4 6/7/8 5/6/7 38 2 14/15/16 7/8/9 2/3/4 7/8/9 5/6/7 40 3 15/16/17 7/8/9 3/4/5 7/8/9 6/7/8 43 4 15/16/17 8/9/10 3/4/5 8/9/10 6/7/8 45 5 16/17/18 8/9/10 4/5/6 8/9/10 7/8/9 48
Level 40 stats Rarity HP Atk Spd Def Res Total 1 32/34/37 22/25/27 13/16/18 22/25/27 21/24/26 123~124 2 33/36/39 24/27/30 14/17/19 24/27/30 22/25/28 131~132 3 36/39/42 26/29/32 16/19/22 26/29/32 25/28/31 144 4 37/40/43 28/31/34 17/20/23 28/31/34 26/29/32 151 5 40/43/46 30/33/36 19/22/25 30/33/36 29/32/35 163
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 60% 55% 40% 55% 55% 265%
Stats between level 1 and 40 For stat values between level 1 and 40, see this page .
Name Might Range Description SP Default Unlock Fire Breath 6 1 — 50 1 1 Fire Breath+ 8 1 — 100 3 2 Flametongue 11 1 — 200 4 3 Breath of Blight 16 1 Neutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit = number of foes within 3 spaces × 5. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 400 5 5
This unit owns no Assist skills.
Name Cooldown Description SP Default Unlock Dragon Gaze 4 Boosts damage by 30% of unit's Atk. 100 4 3 Dragon Fang 4 Boosts damage by 50% of unit's Atk. 200 — 4
Type Name Description SP Unlock A Distant Def 1 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+2 during combat. 60 3 Distant Def 2 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+4 during combat. 120 4 Distant Def 3 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. 240 5 C Panic Ploy 1 At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions. 60 1 Panic Ploy 2 At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions. 120 2 Panic Ploy 3 At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions. 240 4