Ver 1.20.0 Gala Dragalia (May 2020) (May 29, 2020)[]
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New Content[ | ]
Adventurers[ | ]
Gala Leif
Skills | Abilities |
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Reduced Strength & Defense Punisher +8% (Co-ability) (Wind) Strength Doublebuff +10% (Chain Co-ab)
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Zhu Bajie
Skills | Abilities |
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Defense +15% (Co-ability) (Light) Above 10 Hits = Shadow Res +10% (Chain Co-ab)
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Radiant Xuan Zang
Skills | Abilities |
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Skill Damage +15% (Co-ability) (Light) HP 80% = Shadow Res +6% (Chain Co-ab)
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Sha Wujing
Skills | Abilities |
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HP +15% (Co-ability) (Light) HP +9% (Chain Co-ab)
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Dragons[ | ]
Tie Shan Gongzhu
Skills | Abilities |
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Abilities[ | ]
- Debuff Skill Time +15%Increases the duration of bleeding and debuff skills that reduce strength and defense by 15%.
- Debuff Skill Time +20%Increases the duration of bleeding and debuff skills that reduce strength and defense by 20%.
- White Sparrow's Vow IReduces susceptibility to freeze and bog by 50%.
- White Sparrow's Vow IIReduces susceptibility to freeze and bog by 100%.
- Xihe's Radiance IFills 75% of skill gauges at the start of quests, and grants the user a charge gauge that holds up to 100 CP. The charge gauge fills when Coalescent Light is used, and the amount the charge gauge fills increases based on the number of team members in Coalescent Light's area of effect when it is used. When the gauge is completely filled, Surging Light, Coalescent Light, and the user's force strike will each be upgraded once. These upgrades will not stack, and will be consumed on use. The upgraded force strike will lower foes' paralysis resistance by 20% for 20 seconds. This resistance reduction effect will not stack.
- Xihe's Radiance IIFills 100% of skill gauges at the start of quests, and grants the user a charge gauge that holds up to 100 CP. The charge gauge fills when Coalescent Light is used, and the amount the charge gauge fills increases based on the number of team members in Coalescent Light's area of effect when it is used. When the gauge is completely filled, Surging Light, Coalescent Light, and the user's force strike will each be upgraded once. These upgrades will not stack, and will be consumed on use. The upgraded force strike will lower foes' paralysis resistance by 20% for 20 seconds. This resistance reduction effect will not stack.
- Ascending Skill +5%Increases skill damage by 5% for the remainder of the quest every time the user uses a skill (up to three times per quest).
- Assailant's Strength +8%Increases damage to enemies with less than 70% of their maximum HP remaining by 8%.
- Ascending Skill +6%Increases skill damage by 6% for the remainder of the quest every time the user uses a skill (up to three times per quest).
- Rampaging Boar IGrants the user a unique force strike that deals 20% more damage to paralyzed enemies and has three increasingly powerful charge levels. In addition, they are immune to knockback while charging their force strike.
- Rampaging Boar IIGrants the user a unique force strike that deals 20% more damage to paralyzed enemies and has three increasingly powerful charge levels. In addition, they are immune to knockback while charging their force strike.
- (Light) Skill Haste +25%If the user is attuned to Light: increases skill gauge fill rate by 25%.
- (Light) Skill Haste +35%If the user is attuned to Light: increases skill gauge fill rate by 35%.
- (Light) HP +20%If the user is attuned to Light: increases HP by 20%.
Chain Co-abilities[ | ]
- (Wind) Strength Doublebuff +6%If a team member is attuned to Wind: increases their strength by 6% for 15 seconds each time they receive a defense up buff. After activating, this ability will not activate again for 15 seconds. Benefits your whole team.
- (Wind) Strength Doublebuff +8%If a team member is attuned to Wind: increases their strength by 8% for 15 seconds each time they receive a defense up buff. After activating, this ability will not activate again for 15 seconds. Benefits your whole team.
- (Wind) Strength Doublebuff +10%If a team member is attuned to Wind: increases their strength by 10% for 15 seconds each time they receive a defense up buff. After activating, this ability will not activate again for 15 seconds. Benefits your whole team.
- (Light) HP +9%If a team member is attuned to Light: increases their HP by 9%. Benefits your whole team.
Co-abilities[ | ]
- Reduced Strength & Defense Punisher +4%Increases damage to enemies with reduced strength or defense by 4%. Benefits your whole team.
- Reduced Strength & Defense Punisher +5%Increases damage to enemies with reduced strength or defense by 5%. Benefits your whole team.
- Reduced Strength & Defense Punisher +6%Increases damage to enemies with reduced strength or defense by 6%. Benefits your whole team.
- Reduced Strength & Defense Punisher +7%Increases damage to enemies with reduced strength or defense by 7%. Benefits your whole team.
- Reduced Strength & Defense Punisher +8%Increases damage to enemies with reduced strength or defense by 8%. Benefits your whole team.
Skills[ | ]
- Feathered GaleLv. 1: Deals 1 hit of 344.9% and 1 hit of 362.8% wind damage to surrounding enemies, and reduces their defense by 5% for 20 seconds. This defense reduction will not stack. If this skill is used during shielding stance, a variant called Sparrows' Protection will be used instead.
Sparrows' Protection increases the user's defense by 50% for 15 seconds. [3456 SP]
Lv. 2: Deals 1 hit of 432.3% and 1 hit of 453.6% wind damage to surrounding enemies, and reduces their defense by 5% for 20 seconds. This defense reduction will not stack. If this skill is used during shielding stance, a variant called Sparrows' Protection will be used instead.
Sparrows' Protection increases the user's defense by 55% for 15 seconds. [3456 SP]
Lv. 3: Deals 1 hit of 480.4% and 1 hit of 504% wind damage to surrounding enemies, and reduces their defense by 5% for 20 seconds. This defense reduction will not stack. If this skill is used during shielding stance, a variant called Sparrows' Protection will be used instead.
Sparrows' Protection increases the user's defense by 60% for 15 seconds. [3456 SP] - Pinion SlashLv. 1: Deals 2 hits of 392% and 1 hit of 432% wind damage to enemies in a line, and reduces their strength by 5% for 20 seconds. This strength reduction effect will not stack. Poisoned foes take 2 hits of 470.4% and 1 hit of 518.4% wind damage instead. If this skill is used during shielding stance, a variant called Parrying Slash will be used instead.
Parrying Slash deals 1 hit of 561%, 1 hit of 617% and 1 hit of 673% wind damage to enemies directly ahead, and inflicts poison - dealing 43.6% wind damage every 2.9 seconds for 15 seconds - with 110% chance. Foes with reduced defense take 1 hit of 673.2%, 1 hit of 740.4% and 1 hit of 807.6% wind damage instead. [8640 SP]
Lv. 2: Deals 2 hits of 491% and 1 hit of 540% wind damage to enemies in a line, and reduces their strength by 5% for 20 seconds. This strength reduction effect will not stack. Poisoned foes take 2 hits of 589.2% and 1 hit of 648% wind damage instead. If this skill is used during shielding stance, a variant called Parrying Slash will be used instead.
Parrying Slash deals 1 hit of 702%, 1 hit of 772% and 1 hit of 842% wind damage to enemies directly ahead, and inflicts poison - dealing 58.2% wind damage every 2.9 seconds for 15 seconds - with 120% chance. Foes with reduced defense take 1 hit of 842.4%, 1 hit of 926.4% and 1 hit of 1010.4% wind damage instead. [8640 SP] - Bursting FuryLv. 1: Deals 1 hit of 802.1% light damage to enemies directly ahead, and inflicts stun for 5-6 seconds with 100% chance. As HP decreases, damage increases, up to 1 hit of 1804.72% light damage. [2800 SP]
Lv. 2: Deals 1 hit of 993.2% light damage to enemies directly ahead, and inflicts stun for 6-7 seconds with 110% chance. As HP decreases, damage increases, up to 1 hit of 2234.7% light damage. [2800 SP]
Lv. 3: Deals 1 hit of 1107.6% light damage to enemies directly ahead, and inflicts stun for 6-7 seconds with 110% chance. As HP decreases, damage increases, up to 1 hit of 2492.1% light damage. [2800 SP] - Macho ChargeLv. 1: Makes the user unhealable for 10 seconds. If the user's HP is below 30% of max HP when using this skill, increases the user's strength by 15% for 10 seconds. If the user's HP is above or equal to 30% of max HP, reduces their HP to 20% of max HP and grants them a one-use divergent shield that nullifies damage less than 70% of the user's maximum HP. Divergent shields can stack with ordinary shields. [5600 SP]
Lv. 2: Makes the user unhealable for 10 seconds. If the user's HP is below 30% of max HP when using this skill, increases the user's strength by 20% for 10 seconds. If the user's HP is above or equal to 30% of max HP, reduces their HP to 20% of max HP and grants them a one-use divergent shield that nullifies damage less than 80% of the user's maximum HP. Divergent shields can stack with ordinary shields. [5600 SP] - Crash ArmamentLv. 1: Deals 1 hit of 242% and 1 hit of 253% light damage to the target and nearby enemies, and activates "Skill Shift" if the attack connects.
Phase II deals 1 hit of 266% and 1 hit of 278% light damage and adds an additional 5% decrease to enemies' defense for 10 seconds, which does not stack. Phase III also increases Obstruction Armament's skill gauge by 30% and deals 1 hit of 290% and 1 hit of 302% light damage. [3051 SP]
Lv. 2: Deals 1 hit of 303% and 1 hit of 317% light damage to the target and nearby enemies, and activates "Skill Shift" if the attack connects.
Phase II deals 1 hit of 333% and 1 hit of 348% light damage and adds an additional 5% decrease to enemies' defense for 10 seconds, which does not stack. Phase III also increases Obstruction Armament's skill gauge by 30% and deals 1 hit of 363% and 1 hit of 378% light damage. [3051 SP]
Lv. 3: Deals 1 hit of 337% and 1 hit of 353% light damage to the target and nearby enemies, and activates "Skill Shift" if the attack connects.
Phase II deals 1 hit of 370% and 1 hit of 387% light damage and adds an additional 5% decrease to enemies' defense for 10 seconds, which does not stack. Phase III also increases Obstruction Armament's skill gauge by 30% and deals 1 hit of 404% and 1 hit of 421% light damage. [3051 SP] - Obstruction ArmamentLv. 1: Creates a debuff zone that lasts for 10 seconds and reduces the defense of enemies inside it by 10%. [8424 SP]
Lv. 2: Creates a debuff zone that lasts for 10 seconds and reduces the defense of enemies inside it by 15%. [8424 SP] - Surging LightLv. 1: Deals 1 hit of 1313% light damage to enemies in a line, reduces their strength by 6% for 10 seconds, and inflicts paralysis - dealing 51.3% light damage every 3.9 seconds for 13 seconds - with 100% chance.If this skill is used after the user's charge gauge has filled, a variant called Brightflash will be used instead.
Brightflash deals 1 hit of 1512% light damage to enemies in a line, and reduces their strength by 15% for 10 seconds. Paralyzed foes take 1 hit of 2268% light damage instead. [3000 SP]
Lv. 2: Deals 1 hit of 1460% light damage to enemies in a line, reduces their strength by 8% for 10 seconds, and inflicts paralysis - dealing 72.7% light damage every 3.9 seconds for 13 seconds - with 110% chance. If this skill is used after the user's charge gauge has filled, a variant called Brightflash will be used instead.
Brightflash deals 1 hit of 1696% light damage to enemies in a line, and reduces their strength by 20% for 10 seconds. Paralyzed foes take 1 hit of 2544% light damage instead. [3000 SP]
Lv. 3: Deals 1 hit of 1610% light damage to enemies in a line, reduces their strength by 10% for 10 seconds, and inflicts paralysis - dealing 97% light damage every 3.9 seconds for 13 seconds - with 120% chance. If this skill is used after the user's charge gauge has filled, a variant called Brightflash will be used instead.
Brightflash deals 1 hit of 1880% light damage to enemies in a line, and reduces their strength by 25% for 10 seconds. Paralyzed foes take 1 hit of 2820% light damage instead. [3000 SP] - Coalescent LightLv. 1: Partially fills the user's charge gauge by 20 CP, as well as 10 CP for every nearby teammate, and adds 15% to the user and nearby teammates' shadow resistance for 10 seconds. This shadow resistance increase will not stack. If this skill is used after the user's charge gauge has filled, a variant called Lightstream will be used instead.
Lightstream increases the entire team's strength by 15% for 30 seconds. In addition, Lightstream adds 30% to the user and nearby teammates' shadow resistance for 15 seconds, and inspires the entire team. This shadow resistance increase will not stack. [4500 SP]
Lv. 2: Partially fills the user's charge gauge by 20 CP, as well as 10 CP for every nearby teammate, and adds 20% to the user and nearby teammates' shadow resistance for 10 seconds. This shadow resistance increase will not stack. If this skill is used after the user's charge gauge has filled, a variant called Lightstream will be used instead.
Lightstream increases the entire team's strength by 20% for 30 seconds. In addition, Lightstream adds 40% to the user and nearby teammates' shadow resistance for 15 seconds, and inspires the entire team. This shadow resistance increase will not stack. [4500 SP] - Energizing FanLv. 1: Deals 5 hits of 252% light damage to enemies in a line, and energizes the entire team. Once energized, using any applicable skill will reset that adventurer's energy level to zero. [30 SP]
Lv. 2: Deals 5 hits of 280% light damage to enemies in a line, and energizes the entire team. Once energized, using any applicable skill will reset that adventurer's energy level to zero. [30 SP]
Materials[ | ]
Summon Showcase[ | ]
Gala Dragalia (May 2020)[ | ]
Start Date: May 29, 2020 06:00:00 AM UTC
End Date: June 03, 2020 05:59:59 AM UTC
Other Changes[ | ]
- For Wu Kong:
- Brian Doe was added as an English (EN) voice actor.
- His title was changed: Novice Sealer → Rookie Sealer
- The name of Quest 2 of the Timeworn Torment event was changed from Trouble Making to Fighting for a Chance.