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
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.
Runes
Rune Priority
North East: | Speed |
North West: | Potency |
South: | Damage |
Set Priorities:
Speed x4 Potency x2 Potency x6 Damage x4 Potency x2Substat Priorities:
Speed Potency Damage Crit Chance SurvivabilityArtifacts
Artifact Priority
Prefered Stat First: | Potency |
Prefered Stat Second: | Damage |
Prefered Stat Third: | Crit Chance |