Water Dice Magician

Type Attack
ATK 374 
DEF 303 
HP 4545 
SPD 101 
CRR 15%
CRD 50%
ACC 0%
RES 15%
Awake with:
Essence of Water (mid) 20
Essence of Magic (mid) 15
Essence of Water (high) 10
Essence of Magic (high) 5
Obtainable from:
Skills

Roll Dice

Rolls 2 dice to attack the enemy target 2 times and grants an effect according to each number you get for 2 turns as follows; 4: Unrecoverable, 5: Decrease DEF, 6: Increased chances of landing a Glancing Hit. Instantly gains another turn if you get the same number.   1.9*{ATK}

Lv. 2 Damage +5%
Lv. 3 Damage +5%
Lv. 4 Damage +10%
Lv. 5 Damage +10%

Dice Trick

Rolls 2 dice to attack all enemies and randomly grants Unrecoverable for 2 turns, Decrease DEF for 2 turns or Remove 1 Beneficial Effect. More effects will be granted as the sum of the numbers increases. Instantly gains another turn if you get the same number.   3.0*{ATK}

Lv. 2 Damage +5%
Lv. 3 Damage +5%
Lv. 4 Damage +10%
Lv. 5 Damage +10%
Lv. 6 Cooltime Turn -1

Dice Madness

Rolls the dice 4 times to attack all enemies 4 times, with damage increasing as the number of dice is larger. If the number is the same as the previous number, the attack is guaranteed to land as a Critical Hit and will ignore the enemy's Defense.   {ATK}*(0.1*DICE + 0.7)

Lv. 2 Damage +10%
Lv. 3 Damage +10%
Lv. 4 Cooltime Turn -1

Reno

Type Attack
ATK 573 
DEF 436 
HP 6660 
SPD 102 
CRR 15%
CRD 50%
ACC 0%
RES 15%
Obtainable from:
Skills

Leader Skill

Increases the critical rate of ally monsters by 24% in the Arena.

Roll Dice

Rolls 2 dice to attack the enemy target 2 times and grants an effect according to each number you get for 2 turns as follows; 4: Unrecoverable, 5: Decrease DEF, 6: Increased chances of landing a Glancing Hit. Instantly gains another turn if you get the same number.   1.9*{ATK}

Lv. 2 Damage +5%
Lv. 3 Damage +5%
Lv. 4 Damage +10%
Lv. 5 Damage +10%

Dice Trick

Rolls 2 dice to attack all enemies and randomly grants Unrecoverable for 2 turns, Decrease DEF for 2 turns or Remove 1 Beneficial Effect. More effects will be granted as the sum of the numbers increases. Instantly gains another turn if you get the same number.   3.0*{ATK}

Lv. 2 Damage +5%
Lv. 3 Damage +5%
Lv. 4 Damage +10%
Lv. 5 Damage +10%
Lv. 6 Cooltime Turn -1

Dice Madness

Rolls the dice 4 times to attack all enemies 4 times, with damage increasing as the number of dice is larger. If the number is the same as the previous number, the attack is guaranteed to land as a Critical Hit and will ignore the enemy's Defense.   {ATK}*(0.1*DICE + 0.7)

Lv. 2 Damage +10%
Lv. 3 Damage +10%
Lv. 4 Cooltime Turn -1