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General Guide by ScherBeaR v0.

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Disclaimer: The Game is still very new, and the info here is a wok-in progress, not absolute and may be subject to
change as the game evolves and so does my experience with it, use it with caution. I’m also not a native English
speaker, so there may be some errors with my text. This document will evolve to feature all content in the game and
feature small videos video-tutorials in the future. This is a work of countless hours of dedication, you can help me
keep doing this work by subscribing on my patreon: https://www.patreon.com/scherbear

Knights Chronicle is a Turn-based RPG game by Netmarble, the makers of popular games like Marvel’s Future Fight,
Seven Knights, Lineage II: Revolution and many others. While already released in JP since march/2017, a revamped
and rebalanced global version was released in June/2018.

All the information here is based on test and analysis of data, and may be subject of error as I’m not a data-miner,
but my intention is to test and document the most I can of everything regarding Knights Chronicle.
Summary
1.0 Stats Guide .................................................................................................................................................. 3
1.1 Main Stats: .......................................................................................................................................................... 3
1.2 Secondary Stats: .................................................................................................................................................. 3
2.0 Heroes and their Different Types .................................................................................................................. 5
2.1 The Common Differences in Hero’s Rarity .......................................................................................................... 6
2.2 The Stats Differences in Hero’s Rarity................................................................................................................. 6
2.3 How to Level Up your Heroes and XP Dungeon.................................................................................................. 6
2.4 The Different types of XPMons ........................................................................................................................... 7
2.5 Evolving your Heroes ........................................................................................................................................ 10
2.6 Max Level between ★ ....................................................................................................................................... 11
2.7 Limit Break System ............................................................................................................................................ 12
2.8 Stats Table for ★6 Level Up .............................................................................................................................. 14
2.9 Hero’s Enhancement ......................................................................................................................................... 16
2.9.1 Advent Heroes: .............................................................................................................................................. 17
2.9.2 Insignias:......................................................................................................................................................... 19
2.9.3 Enhancing your Hero ...................................................................................................................................... 19
2.9.4 Enhancing Tiers .............................................................................................................................................. 20
2.9.4 Enhancing Results: ......................................................................................................................................... 21
2.9.5 Max Enhancement Table ............................................................................................................................... 23
2.10 Hero’s Skills ..................................................................................................................................................... 23
2.11 Upgrading your Heroes Skills .......................................................................................................................... 24
2.12 Hero Talents ............................................................................................................................................ 28
2.12.1 Attack-Type Hero Talents: ........................................................................................................................... 29
2.12.2 Hybrid-Type Hero Talents: to be added. ...................................................................................................... 33
2.12.3 Defense-Type Hero Talents: to be added. ................................................................................................... 33
2.12.4 Support-Type Hero Talents: to be added..................................................................................................... 33
3.0 Battle System Guide: ................................................................................................................................. 33
4.0 Rune Guide ............................................................................................................................................... 33
4.1 What is a Rune? ................................................................................................................................................ 33
4.2 Where to get Runes .......................................................................................................................................... 33
4.3 The difference in Runes rarity ........................................................................................................................... 34
4.4 Equipping your Rune ......................................................................................................................................... 35
4.5 The difference in the shape and color of a rune ............................................................................................... 35
4.6 Rune Type, Set Bonus, and how it works .......................................................................................................... 36
4.6.1 Stats Increase Runes: ..................................................................................................................................... 36
4.6.2 Natural Passive Increase Runes: .................................................................................................................... 37
4.6.3 Skill Trigger Runes: ......................................................................................................................................... 38
4.6.3.1 Skill Trigger Runes purchasable with Arena Coins: ..................................................................................... 38
4.6.3.2 Skill Trigger Runes purchasable with Guild Coins in Laboratory:................................................................ 41
4.6.3.3 Skill Trigger Runes acquired inside chests in Boss Dungeon rewards: ....................................................... 43
4.6.4 Additional Info: .............................................................................................................................................. 45
4.7 Sub-Status of a Rune ......................................................................................................................................... 46
4.7.1 List of all existent Sub-stats: .......................................................................................................................... 46
4.7.2 Available Sub-stats for each Rune Type: ........................................................................................................ 47
4.7.3 Additional Info: .............................................................................................................................................. 48
4.8 Upgrading Runes: .............................................................................................................................................. 49
4.9 Initial Sub-stats and Upgrade Values: ............................................................................................................... 51
4.10 Transforming Runes: This is the In-game Information on Transforming Runes. ............................................ 52
4.11 Salvaging Runes:.............................................................................................................................................. 55
4.12 Rune Item Slots: .............................................................................................................................................. 55
4.13 Selling Runes: .................................................................................................................................................. 55
4.14 Rune Set Combinations: .................................................................................................................................. 56
1.0 Stats Guide
We have few stats in Knights Chronicle, this simplify things a lot, there’s no MAG, MAG DEF, or a lot of other stats
that some other games have, but there’s some unique ones that stand out.

1.1 Main Stats:


Main stats are flat values:
ATK: Represents your Hero’s Strength, used for damage calculations, the higher it is, the more damage you’ll inflict
with your attacks.
DEF: Represent your Hero’s Endurance, used for damage resistance calculations, the higher it is, the less damage
you’ll receive from attacks.
HP: Represent your Hero’s Life, once it gets to Zero your Hero will die, you may revive him/her by using certain skills.
Attack Speed: Represent your Hero’s Speed, it affects its turn order and determines who attacks first in a battle.

ATK, DEF and HP raises as your Hero Levels Up, can be further raised with Hero Talents, Runes, Guild Skills,
Enhancement and with either passive or active skills. Attack Speed is different and cannot be raised by Level Up or
evolving, you can only raise it with Runes, Buffs or by Enhancing your Hero (it raises Attack Speed by +10 on first
enhancement). Each Hero has its own Attack Speed, it’s has no relation to its type, and its often a reflection of its
playstyle.

1.2 Secondary Stats:


Secondary Stats are all based on percentage values:
ACC: The % stats that represent Accuracy, it’s an opposite stats to EVA, the Accuracy formula is calculated as: 100% +
ACC - EVA = hit chance. If the resulting value is higher or equal to 100%, your attack won’t miss.
EVA: the % stats that represents Evade, it’s an opposite stats to ACC, the Evade formula is calculated as: EVA – ACC =
Evade Chance. If the EVA stats is higher than ACC, you hero will have a chance to Evade an incoming attack.
Critical Strike Chance: Your % chance to perform a Critical Hit when using any Skill. Critical Hit Damage is based on
the Critical DMG stats. It starts at 5%.
Crit. DMG: The % multiplier formula for your Critical Damage, the final formula is Damage X 1.(Critical DMG). It starts
as 20%.
Multistrike: Your % chance to make a follow-up attack with your Hero’s Skill#1 after attacking with any Skill. It starts
as 5%, attacks prevenient from Multistrike can’t be counterattacked.
Counterattack: Your % chance to make a follow-up counterattack after being attacked by your enemy. It starts as 5%.
Counterattacks always use Skill#1 and can’t be counterattacked further. Multiple target attacks can trigger each hit
Hero Counterattack chances.
Additional HP Recovery: The amount of HP% your Hero will heal at the end of its turn. It’s starts with 0%.

All heroes hare the same values for their Secondary Stats, these values can be increased with Hero Talents, Runes,
Guild Skills, Enhancement and with either passive or active skills. There’s a cap for all secondary stats, while the
correct value is still unknown, the popular believe states that it’s around 80% for most stats.

If you long-press on any Hero, you’ll see his ATK, DEF, HP and Combat Power, a number used to measure your Hero
overall power, it’s only for reference, you can then click on Details to see an overview of your Hero stats:
The Main and Secondary Stats are separated in two groups, Attack and Defense:

2.0 Heroes and their Different Types


Heroes are how we call the playable characters in Knights Chronicle, they come in different types to fulfil different
roles in the game, they are:

Attack: Heroes specialized in dealing damage, their Skills are mostly focused on dealing/buffing damage.
Defense: Heroes specialized in providing sustain, with defensive skills like Taunt they will draw enemy attacks.
Hybrid: A mix of Attack and Support, they are specialized in Buff/Debuff effects and are easier to perform Critical
Strikes. Hybrid heroes are usually similar to Attack-type, but less power/added functionality.
Support: Heroes specialized in providing Healing, Revive, Status Cleansing and Supportive Buffs.

The types are not shared equally, some types more commons than other, in this order: Attack, Hybrid, Support and
Defense. This game has way more options when it’s about attack-types
2.1 The Common Differences in Hero’s Rarity

Heroes exist in different rarities, being:


N: Normal, common Heroes, they drop everywhere, from Story Mode, to Evo. Dungeon, Missions, Advent Dungeon,
etc., used as fodder for XP(experience) to Level Up and Evolving (Evolvemon).
R: Rare, they drop everywhere, from Story Mode, to Evo. Dungeon, Missions, Advent Dungeon, etc. R Heroes can be
used in battle or as fodder for Evolving.
SR: Super Rare. You can only get them by premium summon, using crystals (acquired from free or purchased), there
are some Special/Advent SR Heroes that are farmable, it’s not recommended to use SR Heroes are fodder as most of
them become important in specific content.
SSR: Super Super Rare. You can only get them by premium summon, using crystals (acquired from free or
purchased), there are some Special/Advent SSR Heroes that are farmable, like: Sid, Britten, Sinclair and Decain from
Advent Dungeons and May and Cheshire from Arena and Guild specifically. All SSR Heroes are good in some way or
another, it’s NOT recommended to use them as fodder.

Additional Info:
N Heroes are not used for battles; they are considered materials in the game. R Heroes are very common and
because of it can be used as fodder for evolving and enhancing just fine, but know that there are some good/usable
R Heroes, and you may want to invest on them in the future or if you don’t have a proper/better SSR or SR Hero to
invest.
SR Heroes have less priority than SSR for investment, but they have similar functionality and they are more common
to receive bonuses for advent events than SSR Heroes.
SSR Heroes are usually the best Heroes to invest, they have better stats, good skills and will stay relevant within the
game for more time than other Heroes.

2.2 The Stats Differences in Hero’s Rarity


All Heroes stats are based on Its type and rarity, which means all Heroes from the SSR rarity that belongs to
Attack-type will have the same base stats, with only Attack Speed being different. This is something very cool for
balancing as stats won’t be receive power creep and encourages diversity among playstyles and theory-crafting. If
Heroes have the same stats, it’s harder for them to become obsolete. Don’t believe when people say that this Hero
has more base ATK than this other Hero, if they are from the same rarity, what will differ between them will be their
Skills, both active and passive ones.

= = +20%
SRR Heroes have exactly 20% more stats than SR and R Heroes, this is important to make them standout, but even
then, SR Heroes can be extremely useful, they are easier to acquire, and thus, easier to upgrade their skills (using
duplicates) to maximize their damage output, for most players in the game, SR and R Heroes will be dealing more
damage until you’re able to upgrade the skills of your SSR Heroes too (that use more limited resources or
duplicates).

Despite common beliefs, All R and SR Heroes have exactly the same stats, the same everything, less Attack Speed as
they each Hero has its own, the common difference between SR and R Heroes is that SR Heroes usually have more
effects imbued in their skills when compared to R Heroes.

2.3 How to Level Up your Heroes and XP Dungeon


To raise the stats of your Hero you need to Level Up, and to do so you need XP (Experience) when you clear a stage
or event you get some XP, but this XP is very low and not enough to level up your Hero consistently, in order to Level
up fast your need to fuse a Monster Material called XPMon to your Hero, they also come in different have rarities
that provides different XP, additionally they also have different colors that represent their element, fusing the
XPMon of the same element as your Hero will grant you more XP.
XPMons drops everywhere, but they have a dedicated dungeon that rotates daily, called XP Dungeon you can find
them on Special Dungeon Menu under Event/Challenges on Home Screen:

You have 5 available attempts at a XP Dungeon daily, when you use all your attempts you can refill for another 5
attempts, but it will cost you 1 Dungeon Ticket.

Easy: 050 Rank XP Drops ★★★☆☆☆ and ★★★★☆☆ XPMons.


Normal: 100 Rank XP Drops ★★★☆☆☆, ★★★★☆☆, and ★★★★★☆ XPMons.
Hard: 272 Rank XP Drops ★★★★☆☆, ★★★★★☆, and ★★★★★★ XPMons.

XP Dungeon is very easy to clear as XPMons barely do any damage at all, because of it, it’s always recommended to
run the Dungeon at Hard difficulty for better drops, unless you don’t need XPMon and don’t want to spend much
energy and you only need to clear it 1 time for a Daily Achievement.

Rainbow XPMons are a special kind, they provide more XP than elemental XPMons even when matching the
element, they are the best to stock and level up your Hero when past Lv50+.

2.4 The Different types of XPMons


XPMon depicted In order of color and rarity:
Yellow XPMon – More XP to Heroes of the Light Element

Purple XPMon – More XP to Heroes of the Dark Element


Red XPMon – More XP to Heroes of the Fire Element

Green XPMon – More XP to Heroes of the Wind Element

Blue XPMon – More XP to Heroes of the Water Element

Rainbow XPMon – They don’t have a dedicated Dungeon, but they appear in any Element Dungeon and provides
more XP than any Element XPMon, but they are rarer to drop.

To fuse Your XPMon or other Monsters/Heroes you must go to the Level Up Screen:
Select a Hero, and them see the results of the fusion on this screen:

Try not to exceed the XP needed to reach your Max Level to make the most of your XPMons.

Table of XP provided by XPMon: to be added.


2.5 Evolving your Heroes
You can evolve your Heroes by fusing a certain number of other heroes of the same rarity, the number of Heroes
needed as fodder is the same as the amount of ★ in the Hero rarity. Also, keep in mind that you do not need Max
level to upgrade your Hero:

4★ Heroes need 4 others 4★ Heroes to evolve to 5★.


5★ Heroes need 5 others 5★ Heroes to evolve to 6★.

Additionally, you can use the correct monster material to evolve, they are called Evolumon :

for 4★ to 5★ evolutions.

for 5★ to 6★ evolutions.

To evolve your Heroes, you must access the Evolve option under Manage Heroes screen:
The evolve screen:

Heroes must evolve to unlock their potential, besides reaching higher levels, and thus acquiring more stats, you also
unlock Hero Talents that are only available for 6★ Heroes.

Additional Info:
Even Evolvemon can be evolve, this will save you slots and is a very important feature for Limit Break system.

=
2.6 Max Level between ★
The Max level a Hero can reach is limited by its rarity:

4★ Heroes can reach up to Lv30


5★ Heroes can reach up to Lv40
6★ Heroes can reach up to Lv50 and them they are able to use Limit Break option to reach up to Lv60.
2.7 Limit Break System
Once you upgrade your Hero all the way till 6★ Lv50, you’ll need to perform Limit Break, each Limit Break uses a
certain amount of 6★ Heroes as materials, you can perform 5 Limit Breaks, thus, reaching Lv60

From Lv 1-50 for each Level Up, your Hero will receive 2% of its Lv50 potential stats (50 x 2% = Lv50 stats) for both
ATK, DEF and HP. Remember that Attack Speed is unique and does not change with Hero’s level.

Each level past Lv50 adds exactly 6% more stats based on the Hero’s lv50 stats. Essentially, a Lv60 Hero has exactly
60% more base stats compared to a Lv50 Hero. Base stats are important as the higher your Hero has, the more
you’ll get from buffs, enhancement, talents, rune sets and sub-stats.

Avoid using SR Heroes as every SR Hero is usable, it’s recommended to use 6★ R Heroes (as they are easily farmable)
or 6★ Evolvemon:
Limit Break Screen:

Limit Breaks are divided in tiers, and the cost will keep raising as you perform Limit Breaks on the same Hero.

Limit Break Tier 1: Lv50 > Lv52 requires 1 x 6★ and 100.000 Gold.
Limit break Tier 2: Lv52 > Lv54 requires 1 x 6★ and 150.000 Gold.
Limit break Tier 3: Lv54 > Lv56 requires 2 x 6★ and 200.000 Gold.
Limit break Tier 4: Lv56 > Lv58 requires 2 x 6★ and 250.000 Gold.
Limit break Tier 5: Lv58 > Lv60 requires 3 x 6★ and 300.000 Gold.
Each Limit Break can be easily recognized by the pink spheres bellow the Hero portrait.

Please note that you’ll have to Level up your Hero to your new max level before being able to Limit Break him/her
again, so after you unlock Lv 52 you have to level up your Hero until Lv52 to be able to perform a new Limit Break.

2.8 Stats Table for ★6 Level Up


As it’s pretty easy to level up your Heroes up to Lv 50 with just a few resources (XPMon), so using under leveled
Heroes is not a common thing, because of this, table will only refer to stats from Lv50 till Lv60, as that’s what
matters the most.

6★ SSR Support-Type 6★ R & SR Support-Type


Level ATK DEF HP Level ATK DEF HP
Lv50 1790 746 4773 Lv50 1492 622 3978
Lv51 1897 791 5059 Lv51 1582 659 4217
Lv52 2005 836 5346 Lv52 1671 697 4455
Lv53 2112 880 5632 Lv53 1761 734 4694
Lv54 2220 925 5919 Lv54 1850 771 4933
Lv55 2327 970 6205 Lv55 1940 809 5171
Lv56 2433 1014 6492 Lv56 2029 846 5410
Lv57 2541 1058 6777 Lv57 2119 883 5649
Lv58 2648 1104 7064 Lv58 2208 921 5887
Lv59 2756 1148 7351 Lv59 2298 958 6126
Lv60 2863 1192 7636 Lv60 2387 995 6365

6★ SSR Defense-Type 6★ R & SR Defense-Type


Level ATK DEF HP Level ATK DEF HP
Lv50 1392 1641 6564 Lv50 1160 1368 5470
Lv51 1476 1739 6958 Lv51 1230 1450 5798
Lv52 1558 1837 7350 Lv52 1299 1532 6126
Lv53 1642 1934 7744 Lv53 1369 1614 6455
Lv54 1725 2036 8138 Lv54 1438 1696 6783
Lv55 1810 2133 8533 Lv55 1508 1778 7111
Lv56 1893 2232 8927 Lv56 1578 1860 7439
Lv57 1977 2330 9321 Lv57 1647 1943 7767
Lv58 2060 2430 9712 Lv58 1717 2025 8096
Lv59 2144 2527 10107 Lv59 1786 2107 8424
Lv60 2227 2624 10501 Lv60 1856 2189 8752
6★ SSR Attack-Type 6★ R & SR Attack-Type
Level ATK DEF HP Level ATK DEF HP
Lv50 2386 596 4773 Lv50 1989 497 3978
Lv51 2529 632 5059 Lv51 2108 527 4217
Lv52 2672 667 5346 Lv52 2228 557 4455
Lv53 2816 703 5632 Lv53 2347 586 4694
Lv54 2959 740 5918 Lv54 2466 616 4933
Lv55 3103 775 6205 Lv55 2586 646 5171
Lv56 3244 811 6492 Lv56 2705 676 5410
Lv57 3388 847 6777 Lv57 2824 706 5649
Lv58 3531 883 7064 Lv58 2944 736 5887
Lv59 3675 919 7351 Lv59 3063 765 6126
Lv60 3818 954 7636 Lv60 3182 795 6365

6★ R & SR Hybrid-Type 6★ R & SR Hybrid-Type


Level ATK DEF HP Level ATK DEF HP
Lv50 1989 746 5370 Lv50 1658 622 4475
Lv51 2108 790 5691 Lv51 1757 659 4744
Lv52 2227 835 6014 Lv52 1857 697 5012
Lv53 2347 879 6337 Lv53 1956 734 6455
Lv54 2466 925 6658 Lv54 2056 771 5549
Lv55 2586 969 6980 Lv55 2155 809 5818
Lv56 2704 1014 7303 Lv56 2255 846 6086
Lv57 2824 1058 7624 Lv57 2354 883 6355
Lv58 2943 1104 7947 Lv58 2454 921 6623
Lv59 3063 1148 8270 Lv59 2553 958 6892
Lv60 3182 1192 8592 Lv60 2653 995 7160
2.9 Hero’s Enhancement
Besides Limit Break system, there’s yet another system to raise a Hero’s stats and it’s called Enhancement. You can
access it under Manage Heroes menu:

Enhancement becomes available once your Hero reaches lv50 and contrary to popular beliefs, you do not need to
Limit Break your Hero to Max level before being able to Enhance him/her. But as Enhancements are costlier
resources wise, it’s a common advice to only start Enhancement after you Limit Break your Hero to the Max (also
known as Maximum Limit Break).

To enhance your Hero there’s some resources that you need to, Advent Heroes, Insignias (of the Hero’s matching
element) and Gold.
2.9.1 Advent Heroes:

Advent Heroes are farmable Heroes with their own dungeon that you can participate by going on the Advent option
under Special Dungeon Menu, their availably cycles between month, and by beating them on their dungeons you
have a chance of them dropping. Their dungeons can also be played in multiplayer but you’ll instead get their shards
that can be traded for them in the Laboratory building when it reaches a certain amount.

Note: You can also get specific Hero shards in some Special Events

Advent heroes come in different rarities, that will affect the difficulty of their dungeon, the higher the rarity, the
harder their dungeon will be, they are:
Advent Dungeon ★ [Hard Difficulty] 55 Energy cost – Recommended Lv50 or Higher.

Advent Dungeon ★★ [Nightmare Difficulty] 55 Energy cost – Recommended Lv53 or Higher.

Advent Dungeon ★★★[Hell Difficulty] 77 Energy cost – Recommended Lv56 or Higher.

Advent Dungeon ★★★★ [Annihilation Difficulty] 99 Energy cost – Recommended Lv60 or Higher.

Note: The Advent Hero does not need to be of a matching element of the Hero you want to Enhance. You also need
to evolve the Advent Hero to 6★ to use it as material.
2.9.2 Insignias:
You can acquire Insignias as drops in Advent Dungeons, Special Events and Guild Dungeons. Alternatively, you can
also purchase them sometimes in the Secret Shop if they appear there. I’s always recommended to purchase them,
when available (low price). Insignias come in 5 different colors that represent their element:

2.9.3 Enhancing your Hero


Resumed points about Enhancing:

 You’ll need a certain amount of Insignia of the matching Element of the Hero you want to Enhance.
 Your Advent Hero needs to be at 6★, level does not matter.
 The amount of resources needed for each Enhancement will raise as you further Enhance your Hero.
 Just like Limit Break, each new Enhance will unlock a new Tier. You can Enhance up to 6 times, from Tier 1-6.
 Differently from Limit Break, Enhancement gets better the further you Enhance, providing better Stats
Increase and Bonus Boost.
 There’s no Levels for Enhancement, the Bonus Stats and Bonus Boost will be applied immediately.
 Your Hero will get 30% more stats (half of Maximum Limit Break gives) along with 6 Bonus Boost Effects.
 Each time you Enhance your Hero one of your Hero’s ★ will change color from yellow ★ to purple ★.
2.9.4 Enhancing Tiers
Tier 1:

Chosen x 80 + x 1 + 100.000 Gold

Tier 2:

Chosen x 160 + x 2 + 150.000 Gold

Tier 3:

Chosen x 240 + x 2 + 200.000 Gold

Tier 4:

Chosen x 320 + x 3 + 250.000 Gold

Tier 5:

Chosen x 400 + x 3 + 300.000 Gold

Tier 6:

Chosen x 480 + x 4 + 350.000 Gold


When you’re ready to Enhance your Hero, choose the Enhance Hero, under the Manage Hero Menu, you’ll get to
this screen:

2.9.4 Enhancing Results:


The resulting Enhancement will appear on the top-right side of the screen, it’s always based on two effects:

1. Stats Increase: Each Enhancement will Increase a certain primary stats, they stats increased is always the same
between tiers for all Heroes-types:

1★ : +10% ATK
2★ : +10% DEF
3★ : +10% Max HP
4★ : +20% DEF
5★ : +20% Max HP
6★ : +20% ATK
2. Bonus Boost: Each Enhancement will add different Bonus Boost based on the Hero-type, only the first 1 is shared
among all Heroes-types, and the last 5 are similar between Attack/Hybrid-types and Support/Defense types:

Attack-Type
1★ : +10 Attack Speed
2★ : +10% ACC
3★ : +10% Damage Increase Dealt to Defense-type
4★ : +10% Damage Increase for Skill #1
5★ : +10% Damage Increase Dealt to Support-type
6★ : +20% Crit. DMG Increase

Hybrid-Type
1★ : +10 Attack Speed
2★ : +10% ACC
3★ : +10% Damage Increase Dealt to Attack-type
4★ : +10% Damage Increase for Skill #1
5★ : +10% Damage Increase Dealt to Support-type
6★ : +20% Crit. DMG Increase

The difference here among Attack-type and Hybrid-type is only for the 3★ Enhancement. Besides that, everything is
the same as these types usually work similarly.

Defense-Type
1★ : +10% Attack Speed
2★ : +10% Damage Increase for Skill #1
3★ : +5% Chance to gain Abnormal Status Immunity
4★ : +10% HP Recovery Amount
5★ : +5% Chance to gain Abnormal Status Immunity
6★ : +10% Counterattack Chance

Support-Type
1★ : +10% Attack Speed
2★ : +10% Damage Increase for Skill #1
3★ : +5% Chance to gain Abnormal Status Immunity
4★ : +10% HP Recovery Amount
5★ : +5% Chance to gain Abnormal Status Immunity
6★ : +10% Multistrike Chance

The difference here among Defense-type and Support-type is only for the 6★ Enhancement. Everything else is the
same. Support-Type benefits the more from Multistrike for more use of Skill #1 when attacking, when Defense-Type
benefits the more from Counterattack as they want to taunt the enemies to counterattack and Debuff them.

Additional Info:
Because of Enhancement, your Heroes can push further for some higher secondary stats, that will work very well
with stats bonus that comes from runes. With the help of Enhancement, your Attack/Hybrid-types Heroes can reach
50% Crit. DMG Increase (counting the 10% increase from Guild Skill), the 10%+ HP Recovery Amount will also help
your Support/Defense-types by a lot, with the 10%+ Multistrike/Counterattack also making a good difference.

All Stats Increase are based on your Hero Base Stats + Rune Base Stats of the related stats. This helps make the
Increase a little better, as its considered an Added Effect and not an Increase to your Hero natural base stats

Enhancement is an endgame system, that is heavy resource depended but will make your Hero work much better on
Harder content, and it’s sometimes considered a pre-requisite to clear some harder solo-content like Tali and Taiyo
Advent Dungeons.
2.9.5 Max Enhancement Table
These are the final results for Max Enhancement for all Heroes-Types:

Support-Type Enhancement Defense-Type Enhancement


Stats Increase and Bonus Boost: Stats Increase and Bonus Boost:
10 Attack Speed 10 Attack Speed
30% ATK 30% ATK
30% DEF 30% DEF
30% HP 30% HP
10% ACC 10% ACC
10% HP Recovery Amount 10% HP Recovery Amount
10% Damage Dealt Increase for Skill #1 10% Damage Dealt Increase for Skill #1
10% Chance to Gain Abnormal Status Immunity 10% Chance to Gain Abnormal Status Immunity
10% Multistrike Chance 10% Multistrike Chance

Attack-Type Enhancement Hybrid Type Enhancement


Stats Increase and Bonus Boost: Stats Increase and Bonus Boost:
10 Attack Speed 10 Attack Speed
30% ATK 30% ATK
30% DEF 30% DEF
30% HP 30% HP
10% ACC 10% ACC
20% Crit. DMG Increase 20% Crit. DMG Increase
10% Damage Dealt Increase for Skill #1 10% Damage Dealt Increase for Skill #1
10% Damage Dealt Increase to Defense-Types 10% Damage Dealt Increase to Attack-Types
10% Damage Dealt Increase to Support-Types 10% Damage Dealt Increase to Support-Types

2.10 Hero’s Skills


Every Hero regardless of rarity or amount of ★ has 3 Skills to choose from, Skill #1 is the most similar to normal
attack in other games, while Skill #2 and Skill #3 are totally different around all available Heroes.

For start, all Skills follow some rules that determinates its target range, damage potential and added effects. These
rules apply to all Heroes equally, and it’s a nice feature that helps balancing the game, in short, all Skills that belong
to the Skill #1 and that hits the same number of targets will have the same base power regardless of the Hero rarity.

All your Hero’s Skill stay the same in any ★ and they do not change when you further evolve them to 6★, the only
way to upgrade your Hero’s skills are by the use of Skill Enhance. Here are some of the rules regarding Skills:

 Unless your Hero is under an abnormal status Skill #1 will always be available to use as its cooldown is 0.
 A Skill can hit: 1 Target, 2 Targets, 1 Target + 2 adjacent Targets, 3 Targets, or All Targets, also known in-
game as Quintuple Targets (exclusive for Skill #3).
The more effects Skill #2 and Skill #3 has added; the more time they will take to reset their cooldown.
 Most Multiple-Target Skills will have longer cooldown because of the added targets.
 Skills that grant Buff/Debuff don’t exactly follow common pattern, and are more unique from Hero to Hero.
 All Base and Upgraded Damage are based on the amount of targets the Skill will be able to hit:

Skill #1 LV1 Skill #2 LV1 Skill #3 LV1


1 Single Target 100% 1 Single Target 200% 1 Single Target 300%
2 Multiple Targets 70% 2 Multiple Targets 140% 2 Multiple Targets 210%
1 + 2 Adjacent Targets 60% 1 + 2 Adjacent Targets 120% 1 + 2 Adjacent Targets 180%
3 Multiple Targets 55% 3 Multiple Targets 110% 3 Multiple Targets 165%
All (Quintuple Targets) 120%

Understanding how Skill works, and choosing the hero with the correct Skill set is one of the most important aspects
of the game to clear harder content. A Hero with a Skill set based on Single Target will fit well in Boss fights, as
he/she won’t lose potential damage by using Multiple Target Skills against a Single Target Boss, we take, SSR Ruby as
example, she is specialized in Single Target Skills:

SSR Ruby Skills:

Because of her Skill set she will perform better than Mary, a multi-target specialist, when facing a Single Boss:

SSR Mary Skills:

While Mary could be useful to deal with waves and minions, Ruby will help you kill the Boss faster, avoiding having
to deal with attacks, Bosses have very high Attack Speeds, thus raising your success chances to win.

2.11 Upgrading your Heroes Skills


Upgrading Skills is very important for long-term planning, as it affects the gameplay of a Hero greatly, Skills can be
upgraded by fusing duplicates or Luna, a special material yet to be released within the game. To upgrade your
Heroes Skills, you must upgrade your duplicate up to 6★ for better chances of success, as it has a chance of failing.
 For fusing a 4★ duplicate, you have 25% chance of success.
 For fusing a 5★ duplicate, you have 50% chance of success.
 For fusing a 6★ duplicate, you have 100% chance of success.

Don’t forget to choose the correct skill you want to upgrade on the top-right side of the screen.
To check the changes in a Hero’s Skill, you can click the Preview Result option. Some Skills are more worth upgrading
than others, it will depend on each Hero.

Some important points:

 If a Hero has additional Multistrike and Counterstrike Passive Skills, upgrading the Skill #1 is usually
important.
 All Base and Upgraded Damage are based on the amount of targets this Skill will be able to hit.
 All Skills will raise 60% in base power, with levels 2-5 raising 10% and Lv6 raising 20%.
 There are no strict rules for additional effects when enhancing Skills that applies Buffs.
Table for change in Skill power when upgrading Damage Dealing Skills:

Skill #1 LV1 LV2 LV3 LV4 LV5 LV6


1 Single Target 100% 110% 120% 130% 140% 160%
2 Multiple Targets 70% 77% 84% 91% 98% 112%
1 + 2 Adjacent Targets 60% 66% 72% 78% 84% 96%
3 Multiple Targets 55% 61% 66% 72% 77% 88%

Skill #2 LV1 LV2 LV3 LV4 LV5 LV6


1 Single Target 200% 220% 240% 260% 280% 320%
2 Multiple Targets 140% 154% 168% 182% 196% 224%
1 + 2 Adjacent Targets 120% 132% 144% 156% 168% 192%
3 Multiple Targets 110% 121% 132% 143% 154% 176%

Skill #3 LV1 LV2 LV3 LV4 LV5 LV6


1 Single Target 300% 330% 360% 390% 420% 480%
2 Multiple Targets 210% 231% 252% 273% 294% 336%
1 + 2 Adjacent Targets 180% 198% 216% 234% 252% 288%
3 Multiple Targets 165% 182% 198% 215% 231% 264%
All (Quintuple Targets) 120% 132% 144% 156% 168% 192%
Those rules apply to all heroes, regardless of ★ and rarity.

All heroes have a what I like to call, a “signature skill” that is usually his most important skill, and this skill will likely
be the best one for you to upgrade as it gets an added functionality, double or even higher value (for buffs) or effect
duration when you upgrade it all the way till Lv6.

Example:
Nemesis Skill #2:

Reaching Max potential with Enchant Glaive will more than triple the Critical Strike Chance Buff by going from 15%
to 40%! Also tripling her Dark Orb special effect gain. Nemesis case didn’t raise the turn duration of the Buff, but
some Skills will raise it when reaching Lv6.

This upgrade affects her gameplay greatly, as she gets 10% more ATK from each Dark Orb stacked, because of her
Passive Skill, now she will deal more damage with all of her Skills:
Now look at her Skill #1:

The raise in damage is in line with the Skill Damage table, but the added effect chance “only” raises from 55% chance
to gain 1 Dark Orb to 80% chance to gain 1 Dark orb.

The Raise in potential for Skill #1 tends to not be that great, as it’s the spam-able skill after all, and because of this,
the “Signature Skill” is usually either the Skill #2 or the Skill #3.

Adding the Skill #3 shows how good upgrading all Skills can be as all Skills cycle between themselves to raise the
damage, of Skill #3. Unfortunately, this also makes Nemesis a high cost Hero, far from her potential without having
her Skills upgraded, but once you do, she’ll do a lot of damage giving proper time (to stack her Dark Orbs) in battles.

Additional Info:
SR Heroes are way easier to acquire and thus, to get duplicates, there’s also the farmable SSR Heroes, like Sid,
Britten, Sinclair and Decain from Advent Dungeons and May and Cheshire from Arena and Guild Coins respectively,
building a team with upgraded skills is a good long term investment for endgame content.

2.12 Hero Talents


Hero Talents are new added Skills that your Hero can learn from Lv50 onwards, for each 2 new levels you unlock a
new Talent that you can then learn by using some resources (essences), The Hero Talents that you can learn from
Lv50, Lv52, Lv54, Lv56, Lv58 are shared among all Heroes types, but the Lv60 Talent is unique to each Hero and can
change drastically how he/she performs. Also, for the shared Talents, you’ll have 3 options to choose from, and you
only get one, so choose wisely.
Also, each Talent will come in a random rarity, ★, ★★ or ★★★, as the values are very different in between, you’ll
want to eventually get ★★★ on all your Talents, but this will take you a lot of resources (gold and essences). In
doing so. You have to pay full price for each time you want to try for a better result.

2.12.1 Attack-Type Hero Talents:

The best option for Heroes you want to use on general content, be it PVE or PVP. The Increase is based on your final
Base ATK (ATK + Rune). The buff will add around 800 flat ATK to your Lv60 Hero.

This option will make your Hero better at dealing damage in mono-elemental teams, mono-element teams are very
important in this game, and more than once you’ll want to deal more damage to kill your enemies faster so you
don’t have to deal with their Skills. I suggest making mono-element squad with this Talent. SR Heroes fully invested
with this Talent and Lv6 Skills will do a lot of damage when facing enemies of the contrary element.
This is the less useful of the 3, Skill #3 range from 5-8 Turn Cooldown. And if you’re playing arena, you’ll want to use
it in first turn most of the time, the Healing here is not strong and you’ll only hit 50% max chance at best. Not useful
for a type that wants more damage.

If your Hero is Arena oriented, this is his best Talent to raise his Damage. Heroes like Cain, Esna, Mary are specialized
at Arena, choose this Talent for Heroes like them. Most Arena specialized Heroes only shine in the Arena, so this is
an easier choice for them.

In harder content, the soon you kill a boss, the less problems you’ll have, this Talent when used in tandem with
Element Enhancement (from Lv50) will raise your damage greatly against Bosses of opposing element, especially in
World Boss and Advent Dungeons. Some Heroes, like SSR Kali, SSR Lifa and SSR Ruby can work both as Boss Killers
and in PVP, but choosing this Talent will reduce its potential in Arena.

If your Hero has a fast Skill #2 (3 Turn Cooldown) and is more of a supporter, like SR Anulet this Talent can be helpful,
but Subjugation and Gladiator’s Determination are the most useful of the 3.
More DEF means more damage reduction from incoming attacks, the problem here is that if your DEF is very low,
will 10% of something low make that much difference? Probably not, as this Talent is the less interesting one, 10%
DEF translates to around 130 DEF stats to your Hero.

A good choice for your mono-element squads, reducing incoming damage from a boss will make a good impact when
facing hard content. Reducing Elemental Damage may also change Arena A.I. priorities reducing the possibility of
your Hero being killed in One-Hit.

The best option for an Arena oriented Hero, Burn is a Damage Over Time that help you deal damage and helps you
kill troublesome enemies, being added to Skill #1 makes it even more important, as it’s the Skill we use the most
because of Multistrike and Counterattack, so if your Hero has some passive Skill that raises Multistrike or
Counterattack, consider getting this Talent.

A good choice for an Arena oriented Hero. But this time there’s competition, as Grudge is also a good Talent to have
in Arena, if your Hero ends up too squishy, this can be better than the other option.
Grudge is a Talent good for all contents, being useful for both PVE and PVP, in harder content Bosses will attack you
frequently because of their high Attack Speed, granting you more chances to trigger its skill.

I believe this Talent is better in Heroes used for mono-element squads, as further reducing the damage take will help
you against harder content, especially in World Boss and Advent Dungeons

Raising the Critical Strike Damage is only better than raising the Critical Strike Chance if your Hero already has a
Passive Skill that raises Critical Strike Chance to high values, because Runes alone won’t be sufficient to provide you
high enough values to constantly trigger Critical Hits so the Damage Increase makes more difference.

The best of the 3 options 95% of the time. At first your Crit. Damage output may seem low at 20% only, but you’ll
reach 50% Increased Damage by Enhancement and Guild Skill, so raising your chances to the highest values you can
will help you deal at least 50% more damage by Critical Strike.

The less useful of the 3 options, Penetrations ignores Shields and some special effects, and that’s about it, it won’t
make you deal more damage. Most shields break after one hit, and that’s why this Talent is not important, it even
has a low chance to trigger.
2.12.2 Hybrid-Type Hero Talents: to be added.
2.12.3 Defense-Type Hero Talents: to be added.
2.12.4 Support-Type Hero Talents: to be added.

3.0 Battle System Guide:


To be added.

4.0 Rune Guide


Runes are an important feature in Knights Chronicle, providing utility that goes from stats bonuses to even new
passive skills, everything is made better with runes, and just like Hero Talents, they affect your Hero greatly.

One very important thing that’s not common knowledge is: Runes also add base primary stats, the base stats of a
rune (the flat value) is added to the base stats of your Heroes.

4.1 What is a Rune?


Runes are the only type of equipment available in Knights Chronicle, and you can equip up to 6 of them in each Hero.
Runes, just like Heroes, have rarity in star (★) levels with varying power, they go from 1★ until 6★.

Example Runes:

4.2 Where to get Runes


They drop everywhere, especially on Story Mode, but they have a dedicated Special Dungeon, under the Growth
table in the Events/Challenges screen you’ll find the Special Dungeon called Rune Relic:

Additionally, the Rune Relic Dungeon has 3 difficulties, they impact on the rarity of the runes you may get when
running the dungeon:
Hard: 272 Rank XP Drops ★★★☆☆☆ and ★★★★☆☆ Runes. Recommended Squads Rarity: 4★
Nightmare: 556 Rank XP Drops ★★★★☆☆ and ★★★★★☆ Runes. Recommended Squads Rarity: 4-5★
Hell: 952 Rank XP Drops ★★★★★☆ and ★★★★★★ Runes. Recommended Squads Rarity: 5-6★

4.3 The difference in Runes rarity


Different rarities have different base (flat) stats and sub-stats (bonus % to stats) values and possibilities, which
means you’ll get a lot more stats with higher rarity runes. This is why it’s highly recommended to wait and only start
investing and upgrading once you start getting 6★ runes, you can farm the most common, 5-6★ Hero squads are
able to clear the Rune Dungeon without much problem. Before you get your desired 6★ runes, you can equip just
any rune of any rarity in the meanwhile, runes can also form a set that will give you a bonus called “set bonus”,
when you equip a certain number of the type.
4.4 Equipping your Rune
You can equip Runes on your Heroes by using the Equip Rune option, under Heroes Menu.

All Heroes despite their level or rarity can equip up to 6 different runes on different equipment slots:

4.5 The difference in the shape and color of a rune


The color of a rune indicates the stats it belongs to, and they come in 2 different shapes and 3 different colors.

Red Runes will raise ATK as a flat stat, adding to the Base stats of your Hero, you can equip one of each shape.

Blue Runes will raise DEF as a flat stat, adding to the Base stats of your Hero, you can equip one of each shape.

Green Runes will raise HP as a flat stat, adding to the Base stats of your Hero, you can equip one of each shape.
4.6 Rune Type, Set Bonus, and how it works
This is the in-game tutorial of Rune Sets:

Rune Set Bonuses are a stat / skill bonus that you get by equipping a certain number of runes of the same type. You
can activate multiple Rune Sets, being 3 sets from 2-piece sets or 2 sets from a 2+4-piece set. This bonus can
be anything since ATK% up till a Revive passive skill, they are separated by their functions:

4.6.1 Stats Increase Runes:


Those are Runes that impact the common stats of your Hero: HP, ATK, DEF and Attack Speed:

20% ATK Increase (any 4 piece set) – Rune of Rage x 4

The most common Rune Set used for Heroes of the Attack class, unless your Hero has skills related to Critical Strike,
this is your easy option.
10% DEF Increase (any 2 piece set) – Rune of Protection x 2

The most common Rune Set used for Heroes of the Defense class, high Defense values will help with Taunt skills to
survive incoming attacks.

10% HP Increase (any 2 piece set) – Rune of Life x 2

A common Rune Set for Heroes of the Support class, high HP to survive longer in long fights. Healing skills are based
on total HP in Knights Chronicle, the higher your HP, the more you’ll heal.

5% Attack Speed Increase (any 4 piece set) – Rune of Agility x 4

Attack Speed is one of the most important stats in the game, especially in PVP modes, but this Rune Set only gives
you 5% Increase with a need of 4 pieces for a set, it’s not recommended unless you’re competing for high tier arena
rankings. Raising Attack Speed with sub-stats is more efficient as you can get the same 5% or more in a single sub-
slot.

4.6.2 Natural Passive Increase Runes:


Those are Runes that impact the natural passive abilities of your Hero: Critical Strike Chance, CRIT DMG,
Counterattack and Multistrike:

5% Critical Strike Chance Increase (any 2 piece set) – Rune of Assault x 2

The most common 2 Rune Set used for Attackers, if any of your Hero has Skills related to Critical Strike, this is a good
option to help raise his Critical Strike Chance, but keep note that Counterattack Rune Set gives 10% increase instead
of 5% increase when comparing raw values.

40% CRIT DMG Increase (any 4 piece set) – Rune of Destruction x 4

40% Increase is a good value, especially because the base CRIT DMG of Knights Chronicle is only 20%. But you’ll
probably get a better use of this Rune Set if your Hero has skills related to Critical Strike, also, it’s almost mandatory
to get the Critical Strike Increase Hero Talent if you want to make good use of this set.
10% Counterattack Chance Increase (any 2 piece set) – Rune of Revenge x 2

If your Hero has no skill based on Critical Strike or has a skill with Counterattack functions, this rune set is a good
option as it increases a good 10% chance on a 2 piece set.

20% Multistrike Increase (any 4 piece set) – Rune of Speed x 4

A good Rune Set for Heroes with good Skill 1 options, some Heroes benefit for more chances of attack than from
more ATK stats, Multistrike is even worth to be used by some Heroes of the Support class.

4.6.3 Skill Trigger Runes:


Skill Trigger Runes add Passives Skill to your Hero instead of stats, they can be very useful when used correctly or
under the right circumstances, especially in Arena builds. It’s recommended to keep all your Skill Trigger Runes, even
the ★★★★☆☆ and ★★★★★☆ rarity Runes.

They can be acquired by 3 different ways:

4.6.3.1 Skill Trigger Runes purchasable with Arena Coins:


This collection of Skill Trigger Runes is more geared towards Arena, adding Buffs or Debuffs to your Skills with that
deal with common problems in Arena.
Skill Trigger Preparations Complete: (any 2 piece set) – Rune of Velocity x 2
10% chance to decrease cooldown for Skill #3 by 1 turn when using Skill #1.

An interesting Trigger Skill for Heroes with good passive Multistrike/Counterattack and a good Skill #3. The
problem here is that this Skill Trigger only reduces the cooldown by 1 Turn at a 10% chance, I believe it may
work better with a Defense-type with that has a multiple-target Skill #1 with high Counterattack.
Skill Trigger Spirit Slaughter: (any 2 piece set) – Rune of Destruction x 2
10% chance to make the target Unable to be Revived for 2 turns upon successful attack using Skill #1.

Revive is one of the most important things in the Arena, and being able to disable it is a good strategy to
make your matches end faster, use this set in Heroes with a Skill #1 with the same Debuff (like Nemesis) to
raise his/her potential and/or heroes with multi-target attack Skill #1.
Skill Trigger Gasp: (any 2 piece set) – Rune of Gasp x 2
10% chance to cast Looming Death to the target for 2 turns upon successful attack using Skill #1.

Looming Death is impressive, but it can be cleansed by Heroes like Rue (both with her passive Skill or Skill
#2) and it loses some utility because of it, still an amazing Debuff. You also use it with Heroes (tanks) with
high Taunt and Counterattack chances, Claude works well with it, but it gets resisted or cleansed a lot.
Skill Trigger Vow of Power: (any 4 piece set) – Rune of Concentration x 4
Applies Concentrated Power to increase Skill #3 damage dealt by 50% at the start of the wave for 2 turns.

This Skill Trigger is impressive if you use it in a Hero with a Skill #3 upgraded all the way to Lv6. I believe t’s
even better if you’re using on a multi-target Skill, but it can also be used with fast Heroes like Ruby,
Morrigan or May, to warrant kill right from the start. I suggest using it with Skills that remove revives, so
you can remove some troublesome enemy right from the start. May is very good for this Skill Trigger as she
Ignores DEF with her Skill #3, but unfortunately she doesn’t have the remove revive Debuff.
4.6.3.2 Skill Trigger Runes purchasable with Guild Coins in Laboratory:

With the exception of Rune of Deception (that is a 4 piece set), all Skill Triggers in this collection are based on a buff
that lasts for 1 turn at the start of the wave. Because of it, these runes are more focused on helping survive against
specific arena strategies, some of them can also be used for fast Boss fights that tries to apply something
problematic against your squad right on first turn.

Skill Trigger Mirage: (any 2 piece set) – Rune of Phantom x 2


Increases caster’s EVA by 30% for 1 turn at the start of the wave.

30% EVA is such an interesting number, sadly it’s for only 1 turn of each wave, it’s recommended to use
this one in tandem with a Hero that has EVA Buff with Passive or Active Skill. Still not that important as
some other options. You could use it with Heroes with Taunt Skill that are not from Defense type, like Lifa,
or Defensive-type taunt users that has synergy with EVA. Regardless of your Hero choice, try to get as
many EVA% as sub-stats if you plan on using this Rune set.
Skill Trigger Endurance: (any 2 piece set) – Rune of Patience x 2
Becomes immune to damage over time for 1 turn at the start of the wave.

This Skill Trigger is very specific and won’t help you much as you can just build a fast Hero that can provide
some immunity or a use someone to cleanse right after, but it’s also interesting to note that the AI in the
Arena likes to apply Damage Over Time in the first opportunity (Turn 1) when using Heroes like Ashley. I
believe this is more geared towards Support-type Heroes.
Skill Trigger Strong Will: (any 2 piece set) – Rune of Resistance x 2
Becomes immune to abnormal status for 1 turn at the start of the wave.

Similar Endurance, but now immune against abnormal status. Abnormal status changes the outcome of the
match if inflicted fast in the opponent, especially when it’s an abnormal status that disable the adversary.
This can solve your problem, and help more than Rune of Patience. This resistance may also be worth in
PVE content where Bosses try to apply abnormal status right from the start. Because of this it’s
recommended to use in Support Type Heroes that can cleanse the rest of the party status after nullifying
the incoming abnormal status.
Skill Trigger One-On-One: (any 2 piece set) – Rune of Defense x 2
Decreases single-target attack damage taken by 50% for 1 turn at the start of the wave.

This set has a low functionality as enemy AI acts depending on your Heroes elemental weakness, and
because of this you won’t know who will attack who before the match starts, it could be useful on Taunt
users, especially on the slow ones, but they can have high enough sustain without the need of this Skill
Trigger in most cases.
Skill Trigger Zone Defense: (any 2 piece set) – Rune of Control x 2
Decreases quintuple-target attack damage taken by 50% for 1 turn at the start of the wave.

Trigger Zone Defense is one of the most specific rune sets out there, quintuple-target attacks are those
that hit all, like Mary or Nemesis Skill #3, quintuple-target attacks only exist for some Heroes on Skill #3,
and it has a base of 120% ATK at lv1, the damage is not very high, at least at Lv1, or 196% ATK at lv6. I don’t
see much use for it as it will only affect one of your Heroes, and the only type that may benefit from this
set is the Support-type.
Skill Trigger Temptation: (any 4 piece set) – Rune of Deception x 4
20% chance to Charm the target for 1 turn upon successful attack using Skill #1.

Trigger Temptation is an interesting Skill as it has an good chance at inflicting Charm 20% but at the price of needing
4 pieces for a set. Charm is not the best abnormal status in the game, but some Heroes do benefit from it, some of
them being: Serdick, Jacqueline and Mina that gain additional damage (from Skill passive) when attacking a charmed
target. If you choose to use this set you’ll lose the chance to get 40% CRIT DMG Increase from Rune of
Destruction set that is a good choice for Hybrid-types.
4.6.3.3 Skill Trigger Runes acquired inside chests in Boss Dungeon rewards:
The Runes from this category are the most widely useful Skill Trigger Runes, as there are more Heroes based on
dealing damage than anything, they will get the best upgrade in damage by choosing either Skill Trigger Wound
Burst, from Rune of Burst x 2 or Skill Trigger Carpe Diem, from Rune of Dominion x 2. They drop from Boss Dungeon,
a daily dungeon with a ranking system based on damage dealt to a Special Boss that rewards players with chests of
different rarity.

= chance of ★★★★★☆ and ★★★★★★ Runes of Frenzy, Burst, Dominion or Resolve or other rewards.

= chance of ★★★★☆☆ and ★★★★★☆ Runes of Frenzy, Burst, Dominion or Resolve or other rewards.

= chance of ★★★☆☆☆ and ★★★★☆☆ Runes of Frenzy, Burst, Dominion or Resolve or other rewards.
Because the chests can give you other rewards like: Gold, Essence and other stuff, they become the less consistent
Skill Trigger Runes to farm. Always choose Runes from this category when give a Rune Selector, getting gold chests
are way harder than getting guild coins or arena coins, and you’ll only have 2 chances a week if you figure in the top
25% for the week. You’ll have to rely most on the Transformation system to upgrade and evolve these Runes to 6★.

= One per week for Top 25%.

Skill Trigger Thrill of Victory: (any 2 piece set) – Rune of Frenzy x 2


100% chance to decrease cooldown for all Skills when killing an enemy using Skill #1.

Use with Heroes with good and potent Skill #1 or with high chance to Multistrike/Counterattack. If you can
only choose one, Multistrike is generally better for this Rune. It’s usually better to use this Skill Trigger in
Heroes that you plan (even if long term) to upgrade the Skill #1 to Lv6 for max potential and chances of
killing, even better if this hero has a high Attack Speed.
Skill Trigger Wound Burst: (any 2 piece set) – Rune of Burst x 2
Inflicts 20% additional damage if the target has Continuous Damage effects.

This is one of the best general use Skill Trigger for most Heroes of Attack or Hybrid type, You can inflict
Continuous Damage effects with ease, either with native Skills, or by added effects on Skill Talents. Some
of the Continuous Damage effects (aka Damage over Time) are: Poison, Bleed, Curse, Burn, Explosion,
Electrocute, Voodoo Doll, Ebony Wound and Chill. Between 5 Heroes in a squad you’re always dealing
Damage over Time, be it directly from Skill (Active or passive) or from a Hero Talent. This is one of the most
important Skill Trigger Runes.
Skill Trigger Carpe Diem!: (any 2 piece set) – Rune of Dominion x 2
Inflicts 30% additional damage if the target is under Abnormal Status.

Another easy to slot Rune Set, most Heroes can inflict one or more abnormal stats with their Skill set,
Abnormal Stats are: Mental Seal, Tornado of Restraint, Expel, Melancholy, Amnesia, Revive Unavailable,
Looming Death, Blind, Confusion, Silence, Taunt, Charm, Sleep, Stun and Freeze.
If you can use this Skill Trigger with a Hero capable of inflicting Sleep, you can follow up with a Critical
Strike with added damage from the set. It’s even better if you use it on a Hero that has a passive Skill that
raises damage when enemy is inflicted with Abnormal Status too, and you’ll make the most of this Rune
Set. Sirdick, Mina and Jacqueline are some of the Heroes to use this Skill Trigger Rune. This, alongside Rune
of Burst (Wound Burst Skill Trigger) is one of the most important Skill Trigger Runes, some could argue that
you can even use both at some situations.
Skill Trigger Tenacity: (any 4 piece set) – Rune of Resolve x 4
Applies Resolve to Restore HP by 15% upon activating. (Once per battle.)

One of the best Skill Triggers for Support and some Defense types. But at the cost of needing 4 pieces for a set.
Ramus, Lydia, Karen, Sid, and other Heroes with Revive Skills benefits a lot from using this set. Taunt users with HP
Recovery can also make good use of this Rune Set. Unfortunately, the cost is high and you can’t use it with
Multistrike (Rune of Speed) that also needs 4 pieces for a set.
4.6.4 Additional Info:
For more information on runes, go to Equip Rune Screen on the Heroes Menu:

 By clicking the “?” you’ll get access to information on all Rune Sets available in the game.
 By clicking Details, you get access to this screen:

The Green Values on the top are the values you increased by your runes, the top ones (1) are the flat bonuses you
get from the base stats of all your runes. The bellow ones (2) are the additional sub-stats (%) that you got from each
one of your runes summed up.

4.7 Sub-Status of a Rune


Starting from 2★ rarity, runes get bonus sub-stats added to them, the sub-stats are the most important aspect of a
high tier rune, and they are responsible for giving more stats than even some sets in just a single sub-stat slot. Runes
can get up to 3 sub-stats slots, it depends on its rarity:

★☆☆☆☆☆ = 0 Sub-stats slots


★★☆☆☆☆ = 1 Sub-stats slots
★★★☆☆☆ = 2 Sub-stats slots
★★★★☆☆ = 3 Sub-stats slots
★★★★★☆ = 3 Sub-stats slots
★★★★★★ = 3 Sub-stats slots

4.7.1 List of all existent Sub-stats:


ATK Counterattack
ACC Attack Speed
Critical Strike Chance EVA
Crit. DMG HP Increase
Multistrike Additional HP Recovery
4.7.2 Available Sub-stats for each Rune Type:
As you can see, both 4★, 5★ and 6★ runes have the same number of sub-stats slots, but the higher the rarity, the
higher the sub-stats values will be. The difference between 5★ and 6★ base and sub-stats values is very substantial
at around 50% difference (or even higher when compared to lower rarities Runes), that’s why, once more, it’s only
recommended to invest on 6★ runes for long term investment (unless it’s a Skill Trigger Rune). One could feel
unlucky by never getting the wanted combination of sub-stats after countless attempts, but the exact sub-stats you
may get in your rune is based on RNG, and you can’t just get any sub-stats effect in any rune, there’s some limitation
based on the rune slot your rune type belongs to:

Red Runes (ATK Base) 1st and 2nd Slots

Possible Sub-stats: ACC, Attack Speed, HP Increase, Critical Strike Chance and Crit. DMG.
*ACC and HP Increase are very common, Attack Speed is very rare.

 HP Increase and Attack Speed are common choices for Support and Defense Class.
 Critical Strike Chance, Crit. DMG and Attack Speed are common choices for Attack and Hybrid Class.

Red Runes are usually harder to get the sub-stats that you want, not all Heroes need Critical Strike Chance or Crit.
Damage, and getting a combination of those two is not that easy. Attack Speed is so rare, but also very important,
getting 1 or 2 Attack Speed +1 or 2 other sub-stats that you want may take a lot of farming, if you don’t, red runes
are not a top priority to upgrade.

Blue Runes (DEF Base) 1st Slot

Possible Sub-stats: HP Increase, Additional HP Recovery, Multistrike, Counterattack and EVA.


*Additional HP Recovery and HP Increase are very common, EVA is very rare.

 HP Increase, Additional HP Recovery and EVA are common choices for Support and Defense Class.
 Multistrike and Counterattack are common choices for Attack and Hybrid Class, and other Heroes with
strong Debuff/Buff on Skill 1.

First Slot Blue Runes are also harder to get the combination you like if you’re searching for a good combination for
an Attack or Hybrid class, but rather easier to get a good combo for the Healer or Support Class because of the sub-
stats chances. EVA is a good sub-stat, but not every Hero benefits from it.

Blue Runes (DEF Base) 2nd Slot

Possible Sub-stats: ATK, Counterattack, Multistrike, Additional HP Recovery and EVA.


*ATK and Additional HP Recovery are very common, EVA is very rare.

 ATK, Multistrike and Counterattack are common choices for Attack and Hybrid Class.
 Additional HP Recovery, Counterattack and Multistrike are common choices for Defense and Support Class.
Second Slot Blue Runes are the best Runes for Attack and Hybrid Class, it centers ATK, Counterattack and Multistrike
with good chances of getting multiple ATK sub-stats, it’s the common first Rune type worth to be upgraded for them.
Again, EVA is a good sub-stat, but not every Hero benefits from it.

Green Runes (HP Base) 1st Slot

Possible Sub-stats: ACC, ATK, Additional HP Recovery, Counterattack and EVA.


*ACC and Additional HP Recovery are very common, ATK and EVA are very rare.

 ATK and Counterattack are common choices for Attack and Hybrid Class.
 Additional HP Recovery, Counterattack and EVA are common choices for Defense and Support Class.

First Slot Green Runes are the most complicated type of rune, finding the sub-stats that you want will be very
troublesome as it has high chances of ACC and Additional HP Recovery, no Hero wants those two stats and they are
the less desirable overall in the game, feel lucky if you manage to get only ATK and Counterattack as sub-stats for
your Attack or Hybrid Class.

Green Runes (HP Base) 2nd Slot

ATK, Critical Strike Chance, Crit. DMG, Multistrike and Attack Speed.
*Multistrike and Critical Strike Chance are very common, Attack Speed is very rare.

 Both ATK, Critical Strike Chance, Crit. DMG, Multistrike and Attack Speed are good choices for Attack and
Hybrid Class, it will depend on what you want to build for your Hero and what benefits him/her the most.
 Multistrike and Attack Speed are common choices for Defense and Support Class.

Tied with Second Slot Blue Rune for most useful Rune type for Attack and Hybrid Class, any sub-stats are good for
them, being a no-miss, ATK sub-stats has a little more chances to appear when compared to First Slot Green Rune,
but less when compared to Second Slot Blue Rune. You don’t have many options for Defense and Support class here,
but try to get Attack Speed as its very valuable.

4.7.3 Additional Info:


Rune farming and planning is an important feature in Knights Chronicle and mastering may take a while, but it’s of
total importance to customize your Hero beyond Level, Skill and Talents. Some Heroes work way better with specific
Rune builds, and may ask for a focus on specific stats, if you manage to get a triple desired particular sub-stats, your
Hero performance will chance significantly.
4.8 Upgrading Runes:
Runes can be upgraded by choosing the Enhance Rune menu under Manage Heroes/Rune Menu options:

Just like Heroes, Runes can also be upgraded, but it works very different. By upgrading your Runes you’ll raise your
Rune base stats for each new upgrade, also, for each +3 upgrades, you’ll also raise your sub-stats values:
Bonus! Bonus! Bonus! Bonus! Bonus!
6★ Runes Up. +1 Up. +2 Up. +3 Up. +4 Up. +5 Up. +6 Up. +7 Up. +8 Up. +9 Up. +10 Up. +11 Up. +12 Up. +13 Up. +14 Up. +15
Gold 5.700 11.300 16.900 22.500 28.200 33.800 39.400 45.000 50.700 56.300 61.900 67.500 73.200 78.800 84.400
Essence 90 180 260 350 440 520 610 700 780 870 950 1.040 1.130 1.210 1.300
Success Chance 100% 100% 100% 90% 85% 80% 70% 65% 60% 45% 40% 35% 15% 10% 5%

To upgrade a Rune, you need Gold and Essence, also, the more you upgrade, the costlier it gets, and from Upgrade
+3 onwards you’ll have a chance of failing the upgrade, wasting the Gold and Essence used in the process.

At first, it’s only recommended to upgrade runes until +9, where the fail rate is still acceptable, once you get enough
gold, upgrading until +12 becomes less risky, but to upgrade to +15 is an endgame feature and will probably waste a
lot of your resources just for that 5% success chance.

Low rarity Runes advances in rarity when upgrading, this will grant new sub-stats, but it’s suboptimal and not
recommended:

Example: Upgrading a 1★ Rune:


Upgrade Costs for a 1★ base Rune compared against costs for a 3★ base Rune:

As you see, the new sub-stats will start from initial value and lose maximum potential, hence the difference between
the first ACC subs-stats and the second one. The only “good” thing about this feature is the low cost, compared to
higher rarity Runes, still this is not good feature and you’re better waiting to invest on 6★ runes, unless it’s a Trigger
Skill Rune.
4.9 Initial Sub-stats and Upgrade Values:
Based on 6★ runes:

Initial Sub-Stats Values Upgrade Variation Final Sub-Stats at +15


Min. Aver. Max. Min. Aver. Aver. Min. Aver. Max.
ATK 2,35% 2,55% 2,75% 0,59% 0,64% 0,69% 5,30% 5,75% 6,20%
ACC 3,60% 3,90% 4,20% 0,92% 1,00% 1,07% 8,20% 8,88% 9,55%
Critical Strike Chance 1,80% 1,95% 2,10% 0,46% 0,50% 0,53% 4,10% 4,43% 4,75%
Crit. DMG 3,61% 3,90% 4,20% 0,92% 1,00% 1,07% 8,20% 8,88% 9,55%
Multistrike 2,70% 2,93% 3,15% 0,69% 0,75% 0,80% 6,15% 6,65% 7,15%
Counterattack 2,70% 2,93% 3,15% 0,69% 0,75% 0,80% 6,15% 6,65% 7,15%
Attack Speed 1,80% 1,95% 2,10% 0,46% 0,50% 0,53% 4,10% 4,43% 4,75%
EVA 1,80% 1,95% 2,10% 0,46% 0,50% 0,53% 4,10% 4,43% 4,75%
HP Increase 1,80% 1,95% 2,10% 0,46% 0,50% 0,53% 4,10% 4,43% 4,75%
Additional HP Recovery 1,08% 1,17% 1,26% 0,27% 0,30% 0,32% 2,43% 2,65% 2,86%

Initial Sub-Stats Values Upgrade Variation Final Stats at +15


Type Min. Aver. Max. Min. Aver. Max. Min. Aver. Max.
ATK 68 73 78 7 11 15 173 238 303
DEF 41 45 48 6 9 12 131 180 228
HP 278 300 322 22 28 33 608 720 817
To try to simplify the numbers, a fully upgraded sub-stats of a 6★ rune will get a little more than the double of its
initial sub-stats at average when upgraded to max level.
4.10 Transforming Runes:
This is the In-game Information on Transforming Runes.

Runes can be Transformed by changing their color and shape to random ones, this can be very useful, especially for
Skill Trigger Runes that are harder to acquire, here’s some rules to this system:

 The rune type and rarity won’t change when transforming.


 The color and shape may change.
 The rarity will also stay the same.
 A rune that was previously evolved from a lower rarity will now be work exactly as its evolved rarity.
 You can change the natural base of a lower rarity Rune if you transform it as 6★, making it a true 6★.

The last point is the most important of them all and the sole reason why Transform is so important in end-game. Skill
Trigger Runes are very rare, and for each 1 6★ you get, you’ll have 10+ of 3★, 4★ or 5★ to account for. Now, how
cool it would be to upgrade a 4★ all the way to 6★ and make it work as if you had acquired it as 6★? Now you can.

It’s important to note that it’s only recommended to jump one ★ at a time as the Enhance rate varies significantly
when you try to upgrade a 3★ or 4★ directly to 6★:
This is a natural 5★ Rune on the 14 > 15 Upgrade, the moment it becomes a 6★ Rune.

This is a natural 3★ Rune that evolved into a 4★ and then on a 5★ during the same upgrade cycle and is now on the
14 > 15 Upgrade, the moment it becomes a 6★ Rune.

At 2% chance of success for 370 Enhance Stones and 33.800 Gold? Well, you’ll miss the Enhancement so much that
you just waste your resources so much that you’re better Transforming it as 5★ or even as 4★ (and from there go to
5★ to start again) to start from zero to reach a 5% chance, that while still pretty low, is more manageable than 2%.

Now, after you sucessfuly upgraded your lower rarity Rune to +15 to get it to 6★:
Now we can Transform:

After your Skill Rune got to 6★ you can easily keep trying for desired results as the cost is considerably low at 50.000
Gold and 1320 Enhance Stones.
4.11 Salvaging Runes:
By salvaging Runes, you get Enhance Stones that you use to enhance other runes.
The In-game information:

Salvage Runes Enhance Stones


1★ Runes 20
2★ Runes 30
3★ Runes 80
4★ Runes 110
5★ Runes 220
6★ Runes 440
4.12 Rune Item Slots:
Rune item slots are separated apart from Hero and Material Slots, you start off with 50 Slots as your limit for Runes,
this number can be upgraded until 500 Slots that is the maximum cap limit as of now. Each 5 slots upgrade will cost
you 5 Crystals.

4.13 Selling Runes:


Runes sell for very low prices, it’s not recommended to use this option, rather, salvage all your useless or excess
Runes instead.
4.14 Rune Set Combinations:
Choosing the correct Rune Set Combo for your Hero may be difficult sometimes, here are some good or average
combinations for either PVP or PVE (not specified).

4x 2x

Destruction + Dominion
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
A good Rune Combo for Hybrid-Type and some Attack-Type Heroes with Critical Strike passive that also inflict
Abnormal Status.

4x 2x

Rage + Assault
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
The standard and most widely used Rune Combo for Attack-Type Heroes.

4x 2x

Destruction + Burst
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
A good Rune Combo for Hybrid-Type and some Attack-Type Heroes with Critical Strike passive that also inflict
Damage over Time.
4x 2x

Destruction + Burst
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
A combo for Attack-Type Heroes that Inflict Damage over Time.

2x 2x 2x

Protection Protection Protection


▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Multistrike HP Recovery
▼ Multistrike HP Recovery EVA
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
The standard combo for pure tanks of Defensive-Type.

2x 2x 2x

Protection Revenge Life


▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Counterattack HP Recovery
▼ Multistrike Counterattack HP Recovery
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
A mixed combo for a little of everything, works well on some Support-Type and Defensive-Types
2x 2x 2x

Life Life Life


▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Multistrike HP Recovery
▼ Multistrike HP Recovery EVA
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
A common combo for Support-Type Heroes that want added survivability.
4x 2x

Speed + Life
▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Multistrike HP Recovery
▼ Multistrike HP Recovery EVA
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
A common combo for Support-Type Heroes with good Skill #1 or Passives that priories multiple attacks.

4x 2x

Speed + Revenge
▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Counterattack HP Recovery
▼ Multistrike Counterattack HP Recovery
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
A common combo for Defense-Type Heroes with good Skill #1 or Passives that priories multiple attacks and
counterattacks.

4x 2x

Speed + Protection
▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Counterattack HP Recovery
▼ Multistrike Counterattack HP Recovery
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
An alternative combo for Defense-Type Heroes with good Skill #1 or Passives that priories multiple attacks.
4x 2x

Destruction + Assault
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
The standard and most widely used Rune Combo for Hybrid-Type Heroes or Attack Type Heroes with high Critical
Strike chances.

4x 2x

Rage + Frenzy
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
A good Rune Combo for Attack-type Heroes with Passive Skills that grants natural Multistrike and Counterattack

4x 2x

Resolve + Protection
▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Counterattack HP Recovery
▼ Multistrike Counterattack HP Recovery
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
A strong Rune Combo to resist fatal blows for Defense-Types
4x 2x

Resolve + Life
▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Multistrike HP Recovery
▼ Multistrike HP Recovery EVA
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
A strong Rune Combo to resist fatal blows for Support-Types

4x 2x

Deception + Dominion
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
An uncommon combo that can be used with Heroes capable of inflicting Charm Abnormal Status.

2x 2x 2x

Protection Protection Gasp


▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Counterattack HP Recovery
▼ Multistrike Counterattack HP Recovery
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
An interesting combination to inflict Looming Death with Defensive-Types with high Counterattack
4x 2x

Speed + Gasp
▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ Multistrike Counterattack HP Increase
▼ Multistrike Counterattack HP Recovery
▲ Counterattack HP Recovery EVA
▼ Attack Speed Multistrike
An interesting combination to inflict Looming Death with Support-Types or Defensive-Types based on
Multistrike.

4x 2x

Consecration + Burst
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
A very powerful Rune Combo for Heroes with a fully leveled Skill #3, to be used as a follow up to a faster Hero that
caused Damage over Time to your enemies.

4x 2x

Consecration + Dominion
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
A very powerful Rune Combo for Heroes with a fully leveled Skill #3, to be used as a follow up to a faster Hero that
caused any type of Abnormal Status to your enemies.
2x 2x 2x

Revenge Revenge Gasp


▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ HP Increase Counterattack HP Recovery
▼ Multistrike Counterattack HP Recovery
▲ HP Recovery Counterattack EVA
▼ Attack Speed Multistrike
A Rune Combo for Defensive-types that can Taunt to apply Looming Death on Counterattack

4x 2x

Speed + Destruction
▲ Attack Speed HP Increase
▼ Attack Speed HP Increase
▲ Multistrike Counterattack HP Increase
▼ Multistrike Counterattack HP Recovery
▲ Counterattack HP Recovery EVA
▼ Attack Speed Multistrike
A Rune Combo for Heroes able to Remove Revive, raising the chances of success.

4x 2x

Rage + Frenzy
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
A Rune Combo for Attack-Type Heroes with high or guarantee chances of Multistrike and/or Counterattack. Use it
with Skill #1 Lv6 if possible.
4x 2x

Destruction + Frenzy
▲ Attack Speed Critical Strike Crit. DMG
▼ Attack Speed Critical Strike Crit. DMG
▲ Multistrike HP Increase Counterattack
▼ ATK Multistrike Counterattack
▲ ATK Counterattack
▼ Attack Speed ATK Critical Strike
A Rune Combo for Hybrid-Type Heroes with high or guarantee chances of Multistrike and/or Counterattack. Use it
with Skill #1 Lv6 if possible.

(cont.)