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 3/4/5 5/6/7 2/3/4 34 2 14/15/16 6/7/8 3/4/5 6/7/8 2/3/4 36 3 15/16/17 6/7/8 4/5/6 6/7/8 3/4/5 39 4 15/16/17 7/8/9 4/5/6 7/8/9 3/4/5 41 5 16/17/18 7/8/9 5/6/7 7/8/9 4/5/6 44
Level 40 stats Rarity HP Atk Spd Def Res Total 1 28/31/34 23/25/28 19/22/24 19/22/25 8/11/13 110~112 2 29/32/35 25/28/31 20/23/26 21/24/27 9/11/14 118~119 3 32/35/38 27/30/33 23/26/29 23/26/29 10/13/16 130 4 33/36/39 29/32/35 24/27/30 25/28/31 11/14/17 137 5 35/39/42 31/34/37 27/30/33 26/30/33 12/15/19 147~149
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% 60% 55% 50% 25% 240%
Stats between level 1 and 40 For stat values between level 1 and 40, see this page .
Name Might Range Description SP Default Unlock Iron Bow 4 2 Effective against flying foes. 50 1 1 Steel Bow 6 2 Effective against flying foes. 100 3 2 Slaying Bow 8 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 200 4 3 Slaying Bow+ 12 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 300 5 5 Bow of Beauty 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 400 — 5
Slaying Bow+ can be upgraded in the Weapon Refinery . Bow of Beauty can be upgraded in the Weapon Refinery . Bow of Beauty can be upgraded with the additional effect "At start of combat, if unit's HP ≥ 50%, grants Atk/Spd/Def+4 during combat, and if unit initiates combat, foe cannot make a follow-up attack.".
This unit owns no Assist skills.
Name Cooldown Description SP Default Unlock Glowing Ember 4 Boosts damage by 50% of unit's Def. 100 4 3 Ignis 4 Boosts damage by 80% of unit's Def. 200 — 4
Type Name Description SP Unlock A Speed +1 Grants Spd+1. 30 1 Speed +2 Grants Spd+2. 60 2 Speed +3 Grants Spd+3. 120 4 B Guard 1 At start of combat, if unit's HP = 100%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 50 3 Guard 2 At start of combat, if unit's HP ≥ 90%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 100 4 Guard 3 At start of combat, if unit's HP ≥ 80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 200 5