Leader Skills for Raids

Guide by /u/putridbeast. Formated by Beathem. Click here to go to the original Reddit post.

HP leader skills

tigresseTigresse, water low elemental – 15% hp – low stats, not recommended

Atk and def break


dagora summoners warDagora – 15% hp

Atb decrease, Self heal and def buff, passive revive that can be countered by oblivion – tank just for being tank, not recommended+ and def buff, passive revive that can be countered by oblivion – tank just for being tank, not recommended


lusha summoners warLusha, light warbear – 15% hp

Atb decrease, self heal and def buff, third scales off of enemy max hp


dracoDraco – 25% hp

Single turn def break, immunity and atb increase


veradVerad – 33% hp

atb reset, high def and def based attack


xing zheXing Zhe, wind monkey king – 33% hp

def break + self atb boost, decrease inflicted damage by 25% and counter, countered by oblivion


nigongNigong, light pioneer – 33% hp

several “your max hp” attacks, shield and revive protection


veromosVeromos – 33% hp

passive third cleanses, countered by oblivion, brings very little – not recommended


mavMav (Wind), Penguin knights – 30% hp to wind allies

Need I say more?


nakitomaNaki (Fire) and Toma (Water), Penguin knights – 30% hp respective element

Def break and slow – not recommended


donaDona (Light), Penguin Knight – 30% hp to light allies

Def break and slow, cleanses all debuffs and provides 5% atb per debuff removed (listed incorrectly in game, credit to/u/RadioactivePinapple for the correction) – good unit with poor AI, leader skill won’t benefit many


kunaKuna (Dark) Penguin Knight 30% hp to dark allies

Dark: def break – not recommended


burentauurtaueintaugrotaukamatauMinotaurus – 30% hp respective element

None particularly good


rakantaorlagmaronshanzeratuChimeras – 50% respective element

tanky units with max hp/spd based attacks


velajuelarieleladrielartamielfermionArchangels – 50% respective element

tanky def units, have def based attacks, cleansing and strong heals – highly recommended


KumaeKumae, dark yeti – 25% hp for dark

2x atk spd decrease, passive reflect 10% dmg and fill atb 25% each time, countered by oblivion – not recommended


ragionRagion, wind golem – 30% hp for wind

self increase def and immunity, passive decrease inflicted dmg by 15% and counterattacks with a 20% chance, countered by oblivion – mostly tanky for being tanky, not recommended


groggoGroggo, light golem – 30% hp for light

def based attack, self increase def and immunity, passive can’t take more than 20% of hp per attack, countered by oblivion – possibly good with high defense, but contributes little


sekhmetSekhmet, fire desert queen – 33% hp

atk break on first skill, chance to do def break, glancing hit, or disturb recovery – brings important debuffs and a great leader skill, highly recommended


Res leader skills

EluciaElucia – 20% res

Single target heal and cleanse, some damage on third – better units out there, not recommended


NealNeal – 20% res

Single target heal and cleanse, 2 turn invincibility – possibly good if your squishy units are dying, generally not recommended


tesarionTesarion – 41% res

Def break, passive increased damage to targets with debuffs, countered by oblivion – obtainable high resist is very desirable here, highly recommended


prahaPraha – 41% res

self atb increase and high AoE heal, one of the best monsters for the raid


grogenGrogen, the dark dragon – 41% res

high AoE damage – he brings little, but the res leader alone is enough to make him a very good unit here


qitian dashengQitian Dasheng, light monkey king – 41% res

atb decrease and self max hp atk/ slow debuff – highly recommended


claraClara (Fire), Pierret – 30% res

weaken atk and def – not recommended


sophiaSophia (Wind), Pierret – 30% res

def break and atb depletion, depletion only activates when at full health – not recommended


evaEva (Light), Pierret – 30% res

brings very little, not recommended


friaFria (Fire), Sylphid– 50% res for fire allies

small amounts of atb increase, passive 10% atb decrease per attack, countered by oblivion – brings little, not recommended


lumireciaLumirecia (Water), Sylphid– 50% res for water allies

fully recover a target’s hp


acasisAcasis (Wind), Sylphid– 50% res for wind allies

10% AoE heal, ally shields


mihaelMihael (Light), Sylphid– 50% res for light allies

AoE heal and def buff


icaresIcares (Dark), Sylphid– 50% res for dark allies

10% AoE heal, some lifesteal – not recommended


woochiWoochi, wind taoist – 28% res

double atb reducer, third skill resets the atb to 0


hathorHathor, wind desert queen – 41% res

atk break on first, reduce atb by 75% (long cd) – not as many debuffs as her sisters, but the leader skill makes her a highly recommended unit


Def leader skills

orionOrion – 25% def

Single turn def break, 2 turn def break, 3 turn hp recovery debuff and atb increase


mei hou wangMei Hou Wang, fire monkey king – 33% def

def break with self heal, immume to stun and atk powerup when hit, countered by oblivion – highly recommended


woonsaWoonsa, dark pioneer – 33% def

steal 15% of self max hp from boss – brings little, but leader skill is rare, recommended


leojagerragdollLeo (Wind), Jager (Light) and Ragdoll (Dark) Dragon Knight – 50% respective element

bring a decent kit and are fairly tanky – recommended


laikachowLaika (Fire) and Chow (Water) Dragon Knight – 50% respective element

bring very little, but the leader skill and tankiness may reserve them a spot


DagorrDagorr, wind Bearman – 30% for respective elements

Wind: atk buff and remove 2 debuffs, decrease atb 30%


AhmanAhman, light Bearman

passive heal, countered by oblivion – not recommended


HakenHaken, dark Bearman

atk buff and remove 2 debuffs, damage proportionate to your max hp


KungenGrudaKungen (Fire) and Gruda (Water) Bearman

pretty useless


graniteGranite, fire Battle mammoth – 30% respective elements

decrease atb 25%, team up and weaken def


talcTalc, water Battle mammoth – 30% respective elements

AoE def buff and heal, passive that takes less damage can be ignored/countered when the damage is > 20% of max hp/oblivion state


olivineOlivine, wind Battle mammoth – 30% respective elements

decrease atb 25%, increase ally atb 40% and cleanse


marbleMarble, light Battle mammoth – 30% respective elements

reduce atb 25%, 3rd can hit like a truck (based on enemy and self max HP)


basaltBasalt, dark Battle mammoth – 30% respective elements

AoE def buff and heal, reduce atb 35%


atenaiAtenai, fire Undine – 40% respective element

low heal and heal


mikeneMikene, water Undine – 40% respective element

low heal and revive


delphoiDelphoi, wind Undine

slow on first, cleanse and immunity – good leader skill and quite tanky


icashaIcasha, light Undine – 40% respective element

reduce damage to 0 for three turns


tilashaTilasha, dark Undine – 40% respective element

low heal and revive to full atb


sia summoners warSia, light Harpu – 25% def for respective element

atk break, 6 attacks each of which reduce atb by 20%


seren summoners warSeren, dark Harpu – 25% def for respective element

atk and def break


bastetBastet, water desert queen – 33% def

atk break on first skill, chance to do def break, disturb recovery, and glancing hit, self shield and immunity – brings a lot to raids, highly recommended


tritonTriton, wind sea emperor – 33% def

transfers weakening effects to the boss (atk break here), decreases atb by 25%(long CD) – nice leader skill but has inconsistent atk break and brings little else, still recommended


Speed leader skills

janssenJanssen – 10% spd

low spd lead, AoE res with a long cooldown, def break – not recommended


Fairy QueenFran – 10% spd

low spd lead, atk based heal, single target cleanse – builds make her too squishy/too low heal, not recommended


ceres summoners warCeres – 13% spd

some damage – no other roles, not recommended


barettaBaretta – 19% spd

atb reset – brings little, not recommended


TyronTyron – 19% spd

glancing hit on CD – brings little, not recommended


geminiGemini, light brownie – 19% spd

def break on cd, passive contributes nothing – not recommended


jamireJamire – 24% spd

atk break on cd and makes ally skills available


searaSeara – 24% spd

self atb increase, bomb and detonation that does high damage


chiwuChiwu – 24% spd

brings very little, not recommended


garoGaro, fire Ninja – 30% spd for respective element

prevents death with passive, countered by oblivion – not recommended


susanoSusano, water Ninja – 30% spd for respective element

atb reducer and passive 50% crit reduction and resistance increase, countered by oblivion – may work well with water heavy teams


orochiOrochi, wind Ninja – 30% spd for respective element

atb reducer – not recommended


ginGin, light Ninja – 30% spd for respective element

atb reducer, high chance to land glancing hit – most teams won’t benefit from lead


hanHan, dark Ninja – 30% spd for respective element

nuker, brings little else


IcaruIcaru – 23% spd for water

def break and team up – not recommended


RamahanRamahan – 23% spd for wind

def break, def based attack – possibly useful


lanettLanett – 19% spd

2 turn heal block and team heal with nuke based on enemy hp -recommended at higher raid levels where enemy hp based attacks shine


NepthysNepthys – 24% spd

atk break on first, chance to do def break, glancing hit, and disturb recovery. is immune to inability effects, and enemies can’t resist her debuffs – brings a lot, highly recommended


pontosPontos, light sea emperor – 24% spd

transfers weakening effects (atk break here), cleanse and team immunity + invincibility for 1 turn – the cleanse and leader skill are great, highly recommended

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