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Rare Duelist class

Arbiter

Arbiter is a 3-star Rare Duelist class. A Paladin promotes into it on reaching 3 stars, at Absorb LV 18 or higher.
Arbiter
Grade
Rare
Unit type
Duelist
Stars
3
Attack type
Melee
Faction
Holy
Class type
Balanced
Imprint slots
3

Base stats

Class stats at Absorb LV 1

Health
520
Attack
84
Attack Speed
22
Attack Range
60
Move Speed
55
Stats when promoted at Absorb LV 18
Health
653
Attack
98
Attack Speed
24
Attack Range
60

Skill

Judgment’s Radiance

Cooldown 7s · from 3 stars

Raises a hammer to release a burst of light, dealing ATK 180% damage to each of up to 2 nearby enemies and preventing skill use for 3 seconds.

Awakening

Options offered at 3 stars from Absorb LV 30, 60 and 100

Focus

I: Each consecutive basic attack against the same enemy increases basic attack damage by 2%. Stacks up to 5 times. II: Each consecutive basic attack against the same enemy increases basic attack damage by 3%. Stacks up to 5 times. III: Each consecutive basic attack against the same enemy increases basic attack damage by 4%. Stacks up to 5 times.

Isolation

I: Deal 8% more basic attack damage to enemies separated from other enemies. II: Deal 12% more basic attack damage to enemies separated from other enemies. III: Deal 16% more basic attack damage to enemies separated from other enemies.

Paired Strike

I: When using basic attacks against the same enemy as a melee ally beside you, deal extra damage equal to 8% of your ATK to that enemy. II: When using basic attacks against the same enemy as a melee ally beside you, deal extra damage equal to 12% of your ATK to that enemy. III: When using basic attacks against the same enemy as a melee ally beside you, deal extra damage equal to 16% of your ATK to that enemy.

Face-off

I: Deal 6% more basic attack damage to enemies attacking you. II: Deal 9% more basic attack damage to enemies attacking you. III: Deal 12% more basic attack damage to enemies attacking you.

Impact Guard

I: If a single hit would deal at least 10% of your max HP, reduce that hit's damage by 10%. II: If a single hit would deal at least 10% of your max HP, reduce that hit's damage by 15%. III: If a single hit would deal at least 10% of your max HP, reduce that hit's damage by 20%.

Blade Focus

I: Basic attack damage +5%. II: Basic attack damage +7%. III: Basic attack damage +10%.

Isolated Guard

I: Take 8% less damage from enemies separated from other enemies. II: Take 12% less damage from enemies separated from other enemies. III: Take 16% less damage from enemies separated from other enemies.

Back to Back

I: With an ally right behind you, take 10% less melee damage. II: With an ally right behind you, take 13% less melee damage. III: With an ally right behind you, take 16% less melee damage.

Ranged Guard

I: Take 10% less projectile damage. II: Take 15% less projectile damage. III: Take 20% less projectile damage.

Seal Assault

I: Allies deal 5% more damage to enemies you have silenced or frozen. II: Allies deal 7% more damage to enemies you have silenced or frozen. III: Allies deal 9% more damage to enemies you have silenced or frozen.

Weight of Silence

I: Enemies silenced by your judgment also deal 15% less basic attack damage. II: Enemies silenced by your judgment also deal 20% less basic attack damage. III: Enemies silenced by your judgment also deal 30% less basic attack damage.

Stern Judgment

I: Judgment’s Radiance: damage +15%. II: Judgment’s Radiance: damage +20%. III: Judgment’s Radiance: damage +25%.

Imprint it gives

A unit that absorbs this one gains this imprint

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