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

DAWN OF VICTORY

Try to maneuver Cocoa's [Happiness] buff onto Acambe's summoned Assassins.

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