Shark Soul Andre guide

Shark Soul Andre

FactionSoulplunders
RarityLegendary
ElementDark
TypeOffense

Detailed Stats

Attack1,328
Health 6,936
Defense699
Speed120
Crit. Rate6%
Crit. Damage150%
Focus30%
Resistance0%
Agility5
Precision100

Ability

Teeth

Trait

Ignores 30% of the target’s Defense, and grants a 50% chance to inflict Stun to the target that cannot be resisted if the active ability is a Critical Strike, last for 1 turn(s). Launches a bonus attack on the enemy with the lowest Health upon defeating the target. 

Ascension Effects:

Ignores 50% of the target’s Defense, and grants a 50% chance to inflict Stun to the target that cannot be resisted if the active ability is a Critical Strike, last for 1 turn(s). Launches a bonus attack on the enemy with the lowest Health upon defeating the target.

Stun

Unable to act.
[Control Effect]

Anchorbreak

Basic

Deals 100% damage to an enemy that scales with this character’s Max Health. Restores 35% of Max Health.

Level 2:

Damage +10%.

Level 3:

Damage +10%.

Scaling Strike

Special

Counterattacks against the next negative effect by removing all negative effects, dealing 100% damage to all enemies that scales based on Max Health, and granting a bonus turn. Triggered only 1 time per round.

Level 2:

Damage +10%.

Level 3:

Damage +10%.

Level 4:

Damage +10%.

Gilled Rage

Ultimate

4

Deals 150% damage to an enemy that scales with the amount of this character’s Max Health. Ignores all of the target’s positive effects and grants Max Health Up for 2 turn(s).

Level 2:

Damage +10%.

Level 3:

Ability cooldown is reduced by 1 turn(s).

Level 4:

Damage +10%.

Level 5:

Ability cooldown is reduced by 1 turn(s).

Max Health Up

+20% Max Health.

Recommended Sets

Terra Set

+15% Health.

Divine Set

This character has a 30% chance to launch a counterattack with their basic attack

Synergy

Scores

Arena (Offense)

Arena (Defense)

No Man's Land: Bane Wraith

No Man's Land: Flame Lizard

No Man's Land: Wrathful Flood

No Man's Land: Lord of Holy Light

No Man's Land: Shadow Captive

Arcane Dominator: Roaring tulpa

Arcane Dominator: Ash Magisteria

Arcane Dominator: Queen of Tides

Arcane Dominator: Witch of Wind

Arcane Dominator: Gemini Dragon

Armored Incursion (Wood)

Armored Incursion (Fire)

Armored Incursion (Water)

Bio

The dark ship on dark waters had travelled many leagues to dispatch its cursed cargo into the quiet stillness of the sea. It was believed physical distance and extremity could do away with the artifact where destructive spells had failed. As the sailors above gleefully rowed back, another presence beneath jumped for joy. Liberation!

The enchanted armor given the name “Andre” was a product of arcane brilliance as frustrating to the inferior sorcerers that superseded its creator as it was impossible to replicate or nullify. Unable to destroy the artifact, the other mages decided to dispose of it where evil could never reach. Little did they realize the same method had been followed many times in ages past and, as fate would have it, the same coordinates in this instance.

The “Megalodon”, the bloodthirsty shark-like sorcerer near where the armor landed, was now a white carcass of bones attached to a chain on the ocean floor. Yet he had learned the secret of maintaining conscious beyond the physical in his day. The “Doomanchor”, attached to the other end of the chain, had been meant to bind the entity to the ocean trench according to the early human sorcerers who had crafted it. Although weakened, Megalodon’s powers were sufficient to perform a simple transmigration. He immediately entered the enchanted armor and, more fortunate still, realized its elemental attunement also granted control over the Doomanchor. It was a surprisingly decent weapon.

“Your forefathers may be dead, but I will not forgive you, humans, for centuries of captivity! Prepare to meet your doom!” Megalodon lifted the Doomanchor with Andre’s hands in triumph. Revenge would be simple and sweet…

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