Tobald

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Tobald

Champion Tier: B

Champion Details

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

Key Information

Leader:
Base Speed: 144
Farm:

Tobald

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

Bayonet Attack

Level 1 – Deals 90% Physical Damage to the target. Consumes 10% Charge. For every 10% Charge consumed, inflict 1 bleed for 1 turn with a chance of 15%.

Level 2 – Deals 120% Physical Damage to the target. Consumes 10% Charge. For every 10% Charge consumed, inflict 1 bleed for 1 turn with a chance of 30%.

Level 3 – Deals 150% Physical Damage to the target. Consumes 10% Charge. For every 5% Charge consumed 1 bleeding for 1 turn with a chance of 30%.

Level 4 – Deals 190% Physical Damage to the target. Consumes 10% Charge. For every 5% Charge consumed, inflict 1 bleed for 2 turns with a chance of 30%.

Level 5 – Deals 230% Physical Damage to the target. Consumes 10% Charge. For every 5% Charge consumed, inflict 1 bleed for 2 turns with a chance of 50%.

Level 6 – Deals 290% Physical Damage to the target. Consumes 10% Charge. For every 5% Charge consumed, inflict 1 bleed for 2 turns with a chance of 75%.

Level 7 – Deals 340% Physical Damage to the target. Consumes 10% Charge. For every 5% Charge consumed, inflict 1 bleed for 2 turns.

Crushing Shot

Level 1 – Deals 120% Physical Damage to a single target. Consumes 30% Charge. For every 15% Charge consumed, prolongs the effects of bleeding on the target for 1 turn.

Level 2 – Deals 170% Physical Damage to a single target. Consumes 30% Charge. For every 15% Charge consumed, prolongs the effects of bleeding on the target for 1 turn.

Level 3 – Deals 230% Physical Damage to a single target. A 50% chance to inflict a Daze for 1 turn. Consumes 30% Charge. For every 15% Charge consumed, prolongs the effects of bleeding on the target for 1 turn.

Level 4 – Deals 300% Physical Damage to a single target. Inflicts Daze on 1 turn. Consumes 30% Charge. For every 15% Charge consumed, prolongs the effects of bleeding on the target for 1 turn.

Level 5 – Deals 370% Physical Damage to a single target. Inflicts Daze on 1 turn. Consumes 30% Charge. For every 15% Charge consumed, prolongs the effects of bleeding on the target for 1 turn. If there was no bleeding on the target, Restores 10% Charge to himself and Toole.

Level 6 – Deals 450% Physical Damage to a single target. Inflicts Daze on 2 turns. Consumes 30% Charge. For every 15% Charge consumed, prolongs the effects of bleeding on the target for 1 turn. If the target has no bleeding, Restores 15% Charge to himself and Toole.

Level 7 – Deals 540% Physical Damage to a single target. Inflicts Daze on 2 turns. Consumes 30% Charge. For every 10% Charge consumed, prolongs the effects of bleeding on the target for 1 turn. If the target has no bleeding, Restores 20% Charge to himself and Toole.

Emergency ReCharge

Level 1 – Recovers 10% Charge.

Level 2 – Recovers 20% Charge.

Level 3 – Recovers 20% Charge. Gains increased Crit Chance Increase for 1 turn.

Level 4 – Recovers 20% Charge. Gains increased Crit Chance Increase and Crit Damage Increase for 1 turn.

Level 5 – Recovers 20% Charge. Gains increased Crit Chance Increase and Crit Damage Increase for 2 turns.

Level 6 – Recovers 20% Charge. Gains increased Crit Chance Increase and Crit Damage Increase for 2 turns. Restores 10% Charge to all allied Dwarves.

Level 7 – Recovers 20% Charge. Gains increased Crit Chance Increase and Crit Damage Increase for 2 turns. Restores 25% Charge to all allied Dwarves.

Focus on the Target (Passive)

Level 1 – For every 10% of its Charge gains a 1% increase in Accuracy. Loses 10% Charge upon taking damage.

Level 2 – For every 4% of its Charge, gains 1% increased Accuracy. Loses 10% Charge upon taking damage.

Level 3 – For every 4% of its Charge, gains 1% increased Accuracy. If Tobald Charge is less than 20%, he gains 10% Charge a critical hit. Loses 10% Charge upon taking damage.

Level 4 – For every 4% of its Charge, gains 1% increased Accuracy. If Tobald Charge is less than 30%, he gains 15% Charge a critical hit. Loses 10% Charge upon taking damage.

Level 5 – For every 2% of its Charge, gains 1% increased Accuracy and Penetration Increase. If Tobald Charge is less than 30%, he gains 15% Charge a critical hit. Loses 10% Charge upon taking damage.

Level 6 – For every 2% of its Charge, gains 1% increased Accuracy and Penetration Increase. If Tobald Charge is less than 40%, he gains 20% Charge a critical hit. Toole gets the same effects. Loses 10% Charge upon taking damage. Applies Earth Power to Baldur at the start of the battle.

Level 7 – For every 2% of its Charge, gains 1.5% increased Accuracy and Penetration Increase. If Tobald Charge is less than 50%, he gains 25% Charge a critical hit. Toole gets the same effects. Loses 10% Charge upon taking damage. Applies Earth Power to Baldur at the start of the battle.

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Runes

Rune Priority

North East: Speed
North West: Potency
South: Crit Chance

Set Priorities:

Damage x4 Crit Chance / Potency x2 Crit Chance / Potency - any 3 combos Crit Damage x4 Crit Chance x2

Substat Priorities:

Damage Speed Crit Chance Potency Survivability

Artifacts

Artifact Priority

Prefered Stat First: Health
Prefered Stat Second: Health
Prefered Stat Third: Health
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Video Guide

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