Zappy

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Zappy

Champion Tier: B

Champion Details

Faction: Order
Race: Drawf
Role 1: Fighter
Role 2: Warrior
Role 3:

Key Information

Leader:
Base Speed: 140
Farm: Campaign, Chests

Zappy

Dwarf's are an uncomplete factions at the time of writing. Champion Rank and Bio will be updated when the full team is released.

Biting Hammer

Level 1 – Deals 100% Physical Damage to an enemy. Consumes 15% Charge. For every 1% of consumed Charge the Crit Chance of this attack is increased by 1%.

Level 2 – Deals 130% Physical Damage to an enemy. Consumes 15% Charge. For every 1% of consumed Charge the Crit Chance of this attack is increased by 2%.

Level 3 – Deals 160% Physical Damage to an enemy. Consumes 15% Charge. For every 1% of consumed Charge the Crit Chance of this attack is increased by 3%. Landing a critical hit has a 25% chance to inflict Crit Chance Decrease for 1 turn.

Level 4 – Deals 200% Physical Damage to an enemy. Consumes 15% Charge. For every 1% of consumed Charge the Crit Chance of this attack is increased by 3%. Landing a critical hit has a 25% chance to inflict Crit Chance Decrease for 2 turns.

Level 5 – Deals 240% Physical Damage to an enemy. Consumes 15% Charge. For every 1% of consumed Charge the Crit Chance of this attack is increased by 3%. Landing a critical hit has a 50% chance to inflict Crit Chance Decrease for 2 turns.

Level 6 – Deals 280% Physical Damage to an enemy. Consumes 15% Charge. For every 1% of consumed Charge the Crit Chance of this attack is increased by 4%. Landing a critical hit has a 75% chance to inflict Crit Chance Decrease for 2 turns.

Level 7 – Deals 330% Physical Damage to an enemy. Consumes 15% Charge. For every 1% of consumed Charge the Crit Chance of this attack is increased by 5%. Landing a critical hit inflicts Crit Chance Decrease for 2 turns.

Split of the Firmament

Level 1 – Deals 90% Physical Damage to all enemies. Consumes 25% Charge. For every 1% Charge consumed, gains a 1% chance to inflict Daze for 1 turn.

Level 2 – Deals 120% Physical Damage to all enemies. Consumes 25% Charge. For every 1% Charge consumed, gains a 2% chance to inflict Daze for 1 turn.

Level 3 – Deals 160% Physical Damage to all enemies. Consumes 25% Charge. For every 1% Charge consumed, gains a 3% chance to inflict Daze for 1 turn.

Level 4 – Deals 200% Physical Damage to all enemies. Consumes 25% Charge. For every 1% Charge consumed, gains a 4% chance to inflict Daze for 1 turn.

Level 5 – Deals 240% Physical Damage to all enemies. Consumes 25% Charge. For every 1% Charge consumed, gains a 4% chance to inflict Daze for 2 turns.

Level 6 – Deals 280% Physical Damage to all enemies. Extends all Armor Reduction effects on enemies for 1 turn. Consumes 25% Charge. For every 1% Charge consumed, gains a 4% chance to inflict Daze for 2 turns.

Level 7 – Deals 330% Physical Damage to all enemies. Extends all Armor Decrease effects on enemies for 2 turns. Consumes 25% Charge. For each 1% Charge consumed, gains a 4% chance to inflict Daze for 2 turns.

Critical Pirouette

Level 1 – Recovers 10% Charge.

Level 2 – Recovers 10% Charge and additionally 5% Charge for each Daze effect on enemies.

Level 3 – Recovers 15% Charge and an additional 5% Charge for each Daze effect on enemies.

Level 4 – Herself and Bordwin recover 15% Charge and additionally 5% Charge for each effect Daze on opponents.

Level 5 – Herself and Bordwin recover 15% Charge and additionally 5% Charge for each Daze effect on opponents. If Zappys Charge reaches 100%, she and Bordwin gain Potency Increase for 2 turns

Level 6 – Gain Crit Damage Increase for 2 turns and applies it to 2 allies. Recovers herself Bordwin 15% Charge and additionally 5% Charge for each effect Daze on opponents. If Zappys Charge reaches 100%, she and Bordwin gain Potency Increase for 2 turns.

Level 7 – Applies Crit Damage Increase for 2 turns to all allies. Recovers herself and Bordwin 15% Charge and additionally 10% Charge for each effect Daze on opponents. If Zappys Charge reaches 100%, she and Bordwin gain Potency Increase for 2 turns.

Intensity Generator (Passive)

Level 1 – For each 4% of its Charge gains 0.5% Crit Damage increase. Loses 10% Charge upon taking damage.

Level 2 – For each 2% of its Charge gains 0.5% Crit Damage increase. Loses 10% Charge upon taking damage.

Level 3 – For each 1% of its Charge gains 0.5% Crit Damage increase. If at the end of a turn Charge is less than 15%, restores 15% of the turn meter. Loses 10% Charge upon taking damage.

Level 4 – For each 1% of its Charge gains 0.5% Crit Damage increase. If at the end of the turn Charge is less than 20%, restores 20% of the turn meter. Loses 10% Charge upon taking damage.

Level 5 – For each 1% of its Charge gains 0.5% Crit Damage increase. If at the end of the turn Charge is less than 30%, restores 30% of the turn meter. Loses 10% Charge upon taking damage.

Level 6 – For each 1% of its Charge gains 0.5% Crit Damage increase. If at the end of the turn Charge is less than 40%, restores 30% of the turn meter. Bordwin receives the same buffs. Loses 5% Charge upon receiving attack damage. Grants Earth Power to Baldur.

Level 7 – For each 1% of its Charge gains 0.5% Crit Damage increase. If at the end of the turn Charge is less than 50%, restores 40% of the turn meter. Bordwin receives the same buffs. Loses 5% Charge upon receiving attack damage. Grants Earth Power to Baldur.

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Runes

Rune Priority

North East: Speed
North West: Potency
South: Damage

Set Priorities:

Speed x4 Potency x2 Potency x6 Damage x4 Potency x2

Substat Priorities:

Speed Potency Damage Crit Chance Survivability

Artifacts

Artifact Priority

Prefered Stat First: Potency
Prefered Stat Second: Damage
Prefered Stat Third: Crit Chance
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Video Guide

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