Acambe
Role:
Destroyer
Rarity:
Legendary
Weapon Type:
Wand
Factions:
National Businessman
Acambe's ATK increases by 15%. His max NRG is increased to 9. For every 3 NRG owned, he additionally gains 1 NRG at the end of the turn. When [Shadow Assassin] is present in battle, he gains [Secret Signal]. CD: 3 turns. Acambe's DMG dealt by [Secret Signal] is additionally increased by 15%. He also gains an additional 3 initial NRG.
TRAIT
National Businessman
Acambe's ATK increases by 15%. His max NRG is increased to 9. For every 3 NRG owned, he additionally gains 1 NRG at the end of the turn. When [Shadow Assassin] is present in battle, he gains [Secret Signal]. CD: 3 turns. Acambe's DMG dealt by [Secret Signal] is additionally increased by 15%. He also gains an additional 3 initial NRG.
TRAIT
National Businessman
Acambe's ATK increases by 15%. His max NRG is increased to 9. For every 3 NRG owned, he additionally gains 1 NRG at the end of the turn. When [Shadow Assassin] is present in battle, he gains [Secret Signal]. CD: 3 turns. Acambe's DMG dealt by [Secret Signal] is additionally increased by 15%. He also gains an additional 3 initial NRG.
TRAIT
Energy Wave
(Basic Attack) Deals 80% Magical DMG.
RK 0
2
Shadow Assassin
(Support)[Instant] Acambe summons 1 [Shadow Assassin] at the target location that cannot be controlled. It inherits 85% of Acambe's ATK, and 20% of his DEF and HP. Each time a Shadow Assassin is defeated, the CD of this skill is increased by 1 turn. The skill can be cast up to 2 times per round.
Energy Wave
RK 0
Shadow Assassin
Energy Wave
(Basic Attack) Deals 80% Magical DMG.
RK 0
2
Shadow Assassin
(Support)[Instant] Acambe summons 1 [Shadow Assassin] at the target location that cannot be controlled. It inherits 85% of Acambe's ATK, and 20% of his DEF and HP. Each time a Shadow Assassin is defeated, the CD of this skill is increased by 1 turn. The skill can be cast up to 2 times per round.
Skill Tree
The highlighted skills are recommendations based on our community guides, but we heavily encourage experimentation!
Recommended
Use Castalia
3
Dark Ripple
(Magical DMG) Deals 70% [AoE DMG] to all within a 2-tile radius of the target and inflicts [ ⃠ Passive Skills] and [ ⃠ Reaction Skills], lasting for 2 turns.
RK 11
1
2
Darkest Annihilation
(Magical DMG) Single-target attack. Deals 180% DMG. Before attacking, the character gains [Armor Piercing] for 1 turn.
Disarm Strike
(Basic Attack) Deals 100% Physical DMG and inflicts [▼ ATK I] on the target for 2 turns.
RK 9
Charged Attack - Magical
(Basic Attack) Deals 80% Magical DMG and increases the DMG of the next skill by 15%.
Rewards and Punishments
(Leader's Aura) For all Discipline allies in battle, Acambe increases their ATK by 10%, and DEF by 20%. For the skills with a CD of at least 4 turns, the CD is reduced by 1 turn. Additionally he increases DMG dealt by allied summoned units by 20%.
RK 7
3
5
Burning Riches
(Magical DMG) Acambe deals 90% DMG to the first enemy in each row within a 5x3 area in the target direction, knocks them back by 2 tiles, and summons a [Shadow Assassin] per tile within a 3x1 area at the front. After attacking, Acambe gains [ ⃠ NRG Restore] for 2 turns.
Special Clauses
(Reaction) When Acambe is under attack, if there is an allied [Summoned Unit] within 3 tiles, Acambe can have the [Summoned Unit] take the attack instead, up to 2 times per round.
RK 5
Rage
(Reaction) When hit by an active attack, the DMG taken is decreased by 8%. After being attacked, the character gains [▲ DMG II] for 3 turns.
Squander
(Decision) Acambe can select to use [Greed Leads to Ruin] or [Rich rewards].
RK 3
2
4
Hypnosis
(Magical DMG) Single-target attack. Deals 35% DMG and inflicts [Sleep] for 2 turns.
2
3
Potential Burst
(Support) Grants the target [▲ ATK II], [▲ P.DEF II], and [▲ M.DEF II]. Dispels all [Attribute Debuffs] from the target, granting immunity to these debuffs. All effects last for 2 turns.
RK 1
3
Energy Ray
(Magical DMG) Single-target attack. Deals 140% DMG. Before attacking, the character gains [Shield Break I]
Skill Tree
The highlighted skills are recommendations based on our community guides, but we heavily encourage experimentation!
Recommended
Use Castalia
3
Dark Ripple
(Magical DMG) Deals 70% [AoE DMG] to all within a 2-tile radius of the target and inflicts [ ⃠ Passive Skills] and [ ⃠ Reaction Skills], lasting for 2 turns.
RK 11
1
2
Darkest Annihilation
(Magical DMG) Single-target attack. Deals 180% DMG. Before attacking, the character gains [Armor Piercing] for 1 turn.
Disarm Strike
(Basic Attack) Deals 100% Physical DMG and inflicts [▼ ATK I] on the target for 2 turns.
RK 9
Charged Attack - Magical
(Basic Attack) Deals 80% Magical DMG and increases the DMG of the next skill by 15%.
Rewards and Punishments
(Leader's Aura) For all Discipline allies in battle, Acambe increases their ATK by 10%, and DEF by 20%. For the skills with a CD of at least 4 turns, the CD is reduced by 1 turn. Additionally he increases DMG dealt by allied summoned units by 20%.
RK 7
3
5
Burning Riches
(Magical DMG) Acambe deals 90% DMG to the first enemy in each row within a 5x3 area in the target direction, knocks them back by 2 tiles, and summons a [Shadow Assassin] per tile within a 3x1 area at the front. After attacking, Acambe gains [ ⃠ NRG Restore] for 2 turns.
Special Clauses
(Reaction) When Acambe is under attack, if there is an allied [Summoned Unit] within 3 tiles, Acambe can have the [Summoned Unit] take the attack instead, up to 2 times per round.
RK 5
Rage
(Reaction) When hit by an active attack, the DMG taken is decreased by 8%. After being attacked, the character gains [▲ DMG II] for 3 turns.
Squander
(Decision) Acambe can select to use [Greed Leads to Ruin] or [Rich rewards].
RK 3
2
4
Hypnosis
(Magical DMG) Single-target attack. Deals 35% DMG and inflicts [Sleep] for 2 turns.
2
3
Potential Burst
(Support) Grants the target [▲ ATK II], [▲ P.DEF II], and [▲ M.DEF II]. Dispels all [Attribute Debuffs] from the target, granting immunity to these debuffs. All effects last for 2 turns.
RK 1
3
Energy Ray
(Magical DMG) Single-target attack. Deals 140% DMG. Before attacking, the character gains [Shield Break I]
Skill Tree
The highlighted skills are recommendations based on our community guides, but we heavily encourage experimentation!
Recommended
Use Castalia
Dark Ripple
RK 11
Darkest Annihilation
Disarm Strike
RK 9
Charged Attack - Magical
Rewards and Punishments
RK 7
Burning Riches
Special Clauses
RK 5
Rage
Squander
RK 3
Hypnosis
Potential Burst
RK 1
Energy Ray
Acambe
Acambe is an army in a bottle. Our premier summoning unit, Acambe summons Assassins to aid him in battle. He uses his SP to do this, and they punch out after a few turns. Once they do, he summons more. You'll want to keep Acambe close to the action so his Assassins can reach the enemy in time, but not so close that Acambe is ever in any real danger. Keeping him healthy is key to winning. He's a standout character in most game modes and an excellent addition to any account.
Recommended Skills
Acambe
Acambe is an army in a bottle. Our premier summoning unit, Acambe summons Assassins to aid him in battle. He uses his SP to do this, and they punch out after a few turns. Once they do, he summons more. You'll want to keep Acambe close to the action so his Assassins can reach the enemy in time, but not so close that Acambe is ever in any real danger. Keeping him healthy is key to winning. He's a standout character in most game modes and an excellent addition to any account.
Recommended Skills
Gear
Recommended Resonance
The right resonance can make a big difference in a character's viability.
Sword
Wand
Before actively attacking, for each 1 tile traversed, increases ATK and DEF by 4%, up to 12%. The effect lasts until the start of the next turn.
Sword
Wand
Before actively attacking, for each 1 tile traversed, increases ATK and DEF by 4%, up to 12%. The effect lasts until the start of the next turn.
Recommended Weapons
As long as Acambe is summoning Assassins to block attacks, he should remain very healthy. This allows him to take full advantage of Cornucopia Staff. Starry Sky Heritage on the other hand doesn't require you to buy the battle pass. Once Acambe's trait reaches 3 stars, the Cornucopia Staff becomes less important.
Cornucopia Staff
At the start of the turn, if the character is [Healthy], there is a 80% chance to recover 2 Energy. If the character is [Dying], there is a 80% chance to recover 30% HP. CD: 2 turns.
Cornucopia Staff
At the start of the turn, if the character is [Healthy], there is a 40% chance to recover 2 Energy. If the character is [Dying], there is a 40% chance to recover 30% HP. CD: 3 turns.
Cornucopia Staff
At the start of the turn, if the character is [Healthy], there is a 40% chance to recover 2 Energy. If the character is [Dying], there is a 40% chance to recover 30% HP. CD: 3 turns.
Starry Sky Heritage
Increases HP by 10%. Grants bonus M.ATK equal to 6% HP at the start of battle.
Starry Sky Heritage
Increases HP by 5%. Grants bonus M.ATK equal to 3% HP at the start of battle.
Starry Sky Heritage
Increases HP by 5%. Grants bonus M.ATK equal to 3% HP at the start of battle.
Recommended Trinkets
These trinkets are generally advised by the Gloria's Hall staff. Trinket allows Acambe to direct his minions to attack. Fancy Hat allows him to avoid the debuff from Burning Riches.
Flying Blade Armguard
[Instant]. Deals [Piercing DMG] equal to 15% of the enemy’s HP. Can be used up to 3 times per battle. CD: 1 turns.
Flying Blade Armguard
[Instant]. Deals [Piercing DMG] equal to 12% of the enemy’s HP. Can be used up to 2 times per battle. CD: 3 turns.
Flying Blade Armguard
[Instant]. Deals [Piercing DMG] equal to 12% of the enemy’s HP. Can be used up to 2 times per battle. CD: 3 turns.
Spring Pill
[Instant]. Heals the character for 30% HP and dispels 2 [Debuff]. Can be used up to 2 times per battle. CD: 3 turns.
Spring Pill
[Instant]. Heals the character for 20% HP and dispels 1 [Debuff]. Can be used up to 2 times per battle. CD: 8 turns.
Spring Pill
[Instant]. Heals the character for 20% HP and dispels 1 [Debuff]. Can be used up to 2 times per battle. CD: 8 turns.
Fancy Hat
Gains [Immunity to Disrupt]. When [Healthy], M.DEF increases by 15%.
Fancy Hat
Gains [Immunity to Disrupt]. When [Healthy], M.DEF increases by 3%.
Fancy Hat
Gains [Immunity to Disrupt]. When [Healthy], M.DEF increases by 3%.
Tarot Whispers
These Tarots are generally recommended by the Gloria's Hall staff.
March of the Chariot
Gains (▲ Move l) when not using any active skills and [Standby], lasting for 2 turns.
Changes the effect of [Tarot Whisper Skill] into: Gains [ ▲ Move II] when not using any active skills and [Standby], lasting for 2 turns.
March of the Chariot
March of the Chariot
Guidance of the World
Recovers 1 NRG additionally when not using any active skills and [Standby].
Additional Effect: Reduces the CD of all active skills by 1 turn when not using an active skills and [standby].
Guidance of the World
Guidance of the World
Temptation of the Devil
For each 1 character defeated in battle gains 1 stack of [Devil]. The effect lasts until the end of the battle and cannot be dispelled or immunized.
Changes the effect of [Tarot Whisper Skill] into: For each 1 character defeated in battle, gains 2 stacks of [Devil]. The effect lasts until the end of the battle and cannot be dispelled or immunized.
Temptation of the Devil
Temptation of the Devil
Synergies
Quick Access
Quick Access
Quick Access
GLORIA’S HALL
Gloria’s Hall
Gloriashall.net provides news, tierlists and detailed guides for Swords of Convallaria from beginners guides to PVP.
Copyright @ 2024 Gloriashall.net
GLORIA’S HALL
Gloria’s Hall
Gloriashall.net provides news, tierlists and detailed guides for Swords of Convallaria from beginners guides to PVP.
Copyright @ 2024 Gloriashall.net