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Difference between revisions of "Gale Febris"

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m (Text replacement - "暴嵐の隔撃" to "Stormy Striker")
m (Text replacement - "暴嵐の接撃" to "Stormy Grafter")
Line 6: Line 6:
 
|WeaponType=Double Sabers
 
|WeaponType=Double Sabers
 
|Classes=Fighter
 
|Classes=Fighter
|Potential=暴嵐の接撃
+
|Potential=Stormy Grafter
 
|Potential2=Stormy Striker
 
|Potential2=Stormy Striker
 
|Potential3=暴嵐の遼撃
 
|Potential3=暴嵐の遼撃

Revision as of 14:23, 5 August 2022

Gale Febris
ゲイルフェブリス
GaleFebIcon.png
Rarity: UIStarBlueIcon.pngUIStarBlueIcon.pngUIStarBlueIcon.pngUIStarGreenIcon.pngUIStarGreenIcon.pngUIStarGreenIcon.pngUIStarRedIcon.pngUIStarRedIcon.pngUIStarRedIcon.pngUIStarGoldIcon.pngUIStarGoldIcon.pngUIStarGoldIcon.pngUIStarRainbowIcon.png
Req: 475 DEX
Type: Double Saber
Classes: Fighter
Statistics
Stats
+0
+35
Operation
Cost
S-ATK
830
1120
Grind
R-ATK
0
0
Attribute
T-ATK
0
0
Affix
Potential
Stormy Grafter
Lv. 1
Increase Power by 9% and Critical Hit Rate by 15% while in close range. Restore HP when dealing damage at close range.
Lv. 2
Increase Power by 11% and Critical Hit Rate by 20% while in close range. Restore HP when dealing damage at close range.
Lv. 3
Increase Power by 13% and Critical Hit Rate by 25% while in close range. Restore HP when dealing damage at close range.
Potential
Stormy Striker
Lv. 1
Increase Power by 8% and Critical Hit Rate by 25% while at mid-range. Restore HP when dealing damage at mid-range.
Lv. 2
Increase Power by 10% and Critical Hit Rate by 30% while at mid-range. Restore HP when dealing damage at mid-range.
Lv. 3
Increase Power by 12% and Critical Hit Rate by 35% while at mid-range. Restore HP when dealing damage at mid-range.
Potential
暴嵐の遼撃
Lv. 1
This potential hasn't been defined. It can be defined here: [1]
Lv. 2
This potential hasn't been defined. It can be defined here: [2]
Lv. 3
This potential hasn't been defined. It can be defined here: [3]

A Double Saber bearing the power of the winds. Its dark, thunderous blades overwhelm the enemy.

Drop Info

Additional Info

The healing from the potentials is actually 1 HP per hit. You can use the healing as a guide to make sure that you are at the correct range for the selected potential to work.