Apostles
Your Chosen Champions
Apostle FAQs:
Obtainable through dungeons, endless dungeons and events.
Have rarity levels (e.g. Normal, Rare, Epic) actual tiers TBA.
Each Apostle obtained have different CP or Combat Power
Can combine Apostles to create stronger Apostles (level up or learn new skills)
Each Apostle is unique, with different stats, classes, weapons, special body parts, and skills for a total of 0.3 BILLION combinations
Warrior
Warriors are masters of both offensive and defensive combat, making them reliable frontline heroes. They come with a diverse mix of close-combat Skills and have decent health and armor, helping them to sustain themselves during drawn out fighting.
Innate Ability: Hangry Whirlwind — [Energized] Strikes nearby enemies, dealing [100%ATK] physical damage, and heals himself for 30% of total damage done.
Skills:
Jump’n’Bash — Leaps to the target enemy’s location and strikes them to deal [x] physical damage. If the target is slowed or stunned, they take double damage instead.
Flying Axe — Throws an axe in the target direction, dealing damage to the first enemy hit and slowing them 20% for 2 seconds.
Slamma Jamma — After 2s, the Caster flails its weapon in a cone in the target direction, dealing [x](+75%ATK) physical damage to enemies hit and knocking them up for 0.5s. If any of the enemies are slowed or stunned, they take double damage instead. Damage dealt to Avatar increases to 150%.
Mage
Mages are intelligent wizards that can call upon various elemental powers. The majority of Mage Skills do Area of Effect (AoE) damage. A well-timed Fireball could be all you need to win, but missing it could also lose you the fight…
Innate Ability: Spirit Bomb — [Energized] Projects an energy orb at the enemy Avatar’s current target location, which lands after 1s, dealing [50 + 60% INT] magic damage to all enemies in the area upon impact.
Skills:
Lift // Fall — Knocks up all enemy Apostles within target area for 3s, dealing [x](+15% Max HP) magic damage upon landing.
Danger Circle — Flings a magical circle in the target direction, dealing [75](+30%INT) magic damage to the first 2 enemies it passes through and stunning them for 1.5s.
Starcaller — Calls down 10 Meteors over 5s that randomly strike over the target area, each dealing [60](+50%INT) magic damage.
Rogue
Rogues excel in assassinations. Using sneaky and stealthy Skills, Rogues slide into position and then burst squishy targets, such as enemy casters. Taking out a Mage can be very powerful, but getting out from behind enemy lines can be the tricky part.
Innate Ability: From Behind — [Energized] Leaps behind an enemy with the lowest HP in range and deals [x](+100% ATK) physical damage on-hit.
Skills:
Sneaky Strike — The Caster gains +50% bonus attack speed on its next 4 basic attack within 4s. The final basic attack deals +50% bonus damage.
Can’t Touch This — Dodge all incoming basic attacks for 3s. At the end of the effect, deal [40](+20% ATK) physical damage to nearby opponents, increased by 20% for each attack dodged.
Ninjutsu — The caster creates a Shadow Clone, before teleporting to the target position. The clone has 100% of the caster’s attributes, and loses 10% of its maximum HP per second, and auto-attacks the closest enemy.
Guardian
Guardians protect their allies with defensive skills, acting as the team’s primary Tank. They will stick near allies that need the most help and offer additional sustainability to the whole team with life-saving buffs and light healing.
Innate Ability: Sentinel’s Smash — [Energized] Smashes enemies in front of him with his shield, dealing [50](+5% maximum HP)(+20% ATK) physical damage and knocking them back.
Skills:
I’m Coming! — Dashes to the ally with the lowest HP in range, prioritizing the Avatar, and shields both for [60](+20%INT) for 3s.
Day of Judgement — Calls upon a heavenly strike to the target enemy, dealing [150](+30% of target’s missing health) magic damage. Avatars take half damage.
Shield Bash — Leaps to the target enemy’s location, dealing [60](+50%DEF) physical damage and stunning it for 2s.
Hunter
Hunters snipe out distant enemies. Using allies as cover, Hunters can take down the enemy team one-by-one. They have Skills which allow them to Lock-On to certain targets, providing even MORE damage. However, in close combat, they’ll fall pretty quickly.
Innate Ability: Sniped! — [Energized] Spawn a Hunting Mark on two random enemies for 4s. Attack damage from allies against the target detonates the mark, dealing [50]+(15%ATK) physical damage.
Skills:
Piercing Shot — The caster takes aim, and after 1.5s, it shoots a piercing arrow to the enemy Avatar, dealing [100](+40%ATK) physical damage to the first 2 enemies hit along the path. Damage dealt is doubled if the shot hits the enemy Avatar.
In the Zone — Enter “focus mode” for 6 seconds. The caster becomes rooted and gains 45% attack speed, while empowering its auto-attacks, which fire additional arrows at up to 2 enemies in front of it, each dealing [0](+40%ATK) physical damage.
Sliding Dash — The caster becomes untargetable for 0.75 seconds, blinks to the target location, and stuns all enemy Apostles with 50% or less HP upon arrival. The cost of “Sliding Dash” while in hand is reduced by 1 for every auto-attack the caster makes.
Priest
Priests are your healers. They have the most powerful healing Skills out of all Apostles, and can even instantly resurrect fallen allies. On top of that, offensively speaking, they also have Skills that will deal massive damage to enemies that kill allies.
Innate Ability: Juicin’ Up — [Energized] Restores [125] HP to the lowest HP ally. Healing is increased to [250] on targets below 40% Health.
Skills:
Revenge — Selects an ally, dealing [50](+10%INT) magic damage to all enemies near it. Damage dealt increases proportional to the targeted ally’s missing HP, up to 50%.
Divine Fountain — Creates a zone at the target location for 10s, healing all allies for [10](+15% INT) HP within the area every second.
Cheerleading — Enhances caster’s and an ally’s attack speed by 25% and 30INT for 6s.
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