[While MovingWhen this unit is held by their player.]Increase horizontal movement by 1 / 100% [Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.]Remove StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) / 50~100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Decreased Horizontal Movement (1 square)Decreases horizontal movement by 1 for 2 turns (Irremovable Debuff) to self / 100% [Before Being AttackedThis unit must have >0HP when attacked. Triggered and applied before damage calculation, before the attack hits anyone, before the attacker's [Before Hitting] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) to self / 100%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply AtrophierAcquire skill for 4 turns: [If Stationary] -8000HP to self / 100% (Irremovable Debuff) to enemiesin a 2-square diamond radius around self / 50~100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to enemiesin Shot range / 45~90%
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]-150~-300 HP to hit units, steal 100% of decreased HP / 50~100% [After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.]-10~-20 CP to hit units, steal 100% of decreased CP / 35~70%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Burn ResistanceAcquire skill for 4 turns: [Status Resistance] Remove Burn / 100% (Buff) to alliesin a 2-square diamond radius around self / 50~100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Remove BuffRemove one buff (Debuff) to enemiesin a 3x3 area around the front of self / 35~70%
"An orchestra-conducting Transient angel from the world of Eden who presides over water and always seems to have an excitable, borderline awestruck disposition. Appeared in Tokyo by possessing the body of Zabaniyya, an angel from Gehenna. Speaks very politely and is known to preach mercy and compassion for sinners while tears stream down his face, though this belies his true nature, for he is in actuality a being only permitted to descend to earth and incarnate thereupon at the time of final judgment. His Role only allows him to know joy when beholding the blood, tears, and suffering that accompany humanity's cataclysmic curtain call, and he cannot help but smile widely when gazing down upon the screaming masses of an Armageddon as it unfolds. Supposedly, the tears he sheds will flood the world and wash its surface clean, which also makes him a natural enemy to the angels of fire. Since all that he is hinges upon the blood and tears of all beings staining the earth, he's come to loathe the sacred Chalice that can handily catch and hold every last drop of it as it falls. His incarnation in Tokyo is a bit more complicated than that of the typical Transient Summon, requiring the additional fulfillment of certain very specific, very strict conditions in order to transpire."
Translated from Japanese
An orchestra conductor from the world of Eden. He is the angel with dominion over water and is always displaying entrancing bewitching behavior. He has possessed the body of the angel from Gehenna Zabaniya and thus appeared in Tokyo. He always speaks in a polite tone with tears streaming down his face as he speaks of pitying sinners. Israfil however is only permitted to descend and incarnate into the world at its end in what is known as the Last Judgment. He holds the role of knowing the joy of life only when he sees the suffering forms of people bleeding and crying. So whenever he looks down on people who are screaming, his smile never goes out. The tears Israfil sheds is said to soak and wash away the world, and is the natural enemy of fire angels. To him, blood and tears are things that should fall to the earth, so he dislikes the holy grail that catches them. A certain exceedingly harsh condition must be satisfied for him to descend to Tokyo through the summoning principle.
[While MovingWhen this unit is held by their player.]Increase horizontal movement by 2 / 100% [Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.]Remove StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) / 50~100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Decreased Horizontal Movement (2 squares)Decreases horizontal movement by 2 for 2 turns (Irremovable Debuff) to self / 100% [Before Being AttackedThis unit must have >0HP when attacked. Triggered and applied before damage calculation, before the attack hits anyone, before the attacker's [Before Hitting] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) to self / 100%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply AtrophierAcquire skill for 4 turns: [If Stationary] -8000HP to self / 100% (Irremovable Debuff) to enemieson the entire board / 50~100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to enemiesin a 3x3 area around the 2nd square in front of self / 45~90% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 2.5x damage to StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff)-affected enemies / 100%
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]-150~-300 HP to hit units, steal 100% of decreased HP / 50~100% [After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.]-10~-20 CP to hit units, steal 100% of decreased CP / 35~70% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.]Apply FearCannot move at will, -10CP/turn for 5 turns (Debuff) to enemies near hit units,on the left and right of them / 35~70% [Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.]Remove PossessionBlock CS activation and on-attack skills, vertically reflect range, disables ability to hit enemies, and enable friendly fire for 2 turns. (Debuff) / 50~100%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply PurificationAcquire skill for 3 turns: [Turn Start] Remove Debuff from self / 100% (Buff) to alliesin a 2-square diamond radius around self Apply Burn ResistanceAcquire skill for 4 turns: [Status Resistance] Remove Burn / 100% (Buff) to alliesin a 2-square diamond radius around self / 50~100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply Remove BuffRemove one buff (Debuff) to enemiesin a 5x3 area around the front of self / 35~70%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply AtrophierAcquire skill for 4 turns: [If Stationary] -8000HP to self / 100% (Irremovable Debuff) to enemieson the entire board / 50~100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.]Apply StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to enemiesin a 3x3 area around the 2nd square in front of self (If HP = 100%) Apply EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to self / 45~90% [Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.]Deal 2.5x damage to StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff)-affected enemies / 100% [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.](Phase turn 1) Apply DoubtWhen not possessed: ATK Down by 0.1x; When possessed: ATK Up by 10x for 2 turns (Debuff) to enemiesin a 3x3 area around the 2nd square in front of self / 50~100% [After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.](If HP = 100%) Apply EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to self / 45~90% [Turn StartTriggers on turn start of their player, after [Phase Start] effects, before [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.](Total turns 4, 8, 12...) -750~-1500 HP to enemieson the entire board, steal 100% of decreased HP / 40~80%
Apply CS LockBlock charge and CS activation and for 3 turns. (Debuff) to hit units + Apply DazzleATK Down by 0.7x ~ 0.35x for 3 turns (Debuff) to hit units + Apply EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to self
"Israfil's Sacred Artifact is a Trumpet that, when sounded, will unleash a powerful flood to wash away all of existence. Israfil was given permission to unleash this immense power only on Judgment Day, the great upheaval of heaven and earth promised to occur only once in a certain world by the almighty of his faith. As the spectacle unfolds, all life will be swept away and placed on trial to separate the good from the evil. Those deemed good will be sent to the Aether, while those deemed evil will be condemned to the Nether, and both will live on eternally therein. There are to be no second chances, and any attempts to resurrect those who've perished will be seen as an act of treason against the faith; it's for this reason that the Sacred Artifact known as the Chalice, borne by another, stands as anathema to Israfil. He is, in effect, the angel who appears at the end of any given world and helps guide the people who dwell there to their final destinations. Yet he can't help but wonder, where lies his own final destination? He's borne witness to the ends of so many worlds without knowing where or when his own might come, yet the first notes of his funeral dirge may be sounding sooner than he realizes."
Translated from Japanese
Israfil possesses a trumpet Sacred Artifact that is said to bring destructive floods when blown. But due to his faith, the only time it is possible for him to use it is during the Last Judgment. It is the promised comeback play promised by God long ago that can only be done once in a world. It is the courtroom drama that destroys all life and classifies everything into good and evil. The good then go to heaven while the evil go to hell where they will spend all of eternity. Redos are unaccepted and resurrection of the dead is an act of treason towards his faith. As such, Israfil considers the Holy Grail that denies him to be his mortal enemy. Well then, Israfil has only appeared at the demise of various worlds and sent the residents to their final destinations. He himself wonders where his final ending lies though. It is a question he has had no answer to as he sends world after world to their doom. Perhaps it won't be too long before Israfil will hear his own funeral dirge.
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That was a very low trash move of the dumb lifewonders só it is better they just remove that apply weakness on himself because it just makes the gameplay very bad
Dear me. I translated some of his voice lines and I think this man need some help.
SUMMON: "You can only feel life by death. I'm Israfil, show me your ruin... Ah, what a pity... AHHAHAHAHAHA!"
TOUCH: "Ah, do you want to touch my heart? Thank you very much, please do as much you like. Are you jumping around to the joy of living?"
LOVE: "Will you love me like this? I'm just crying. Ahhh... then I belong to you."
That would be possible since it's said that it needs "a certain exceedingly harsh condition" for him to appear and the end of Canaan is very appropriate
he has amazing art but even his 5 star is so bad honestly hopes he gets a good skill evolution, you can temporarily erase his weakness by using summer smoky god as a Ally but he's really terrible gameplay wise
I kinda feel that he has something to do with the destruction of Canaan; considering his Rule and Role and how Canaan met its end. Too bad they haven't cameoed him in that event. It would've spiced things up a bit.
“I could fix him”; “I could make him worse!” Why??????? Why all this DIY???? I just wanna stand over his shoulder and see what he can possibly fuck up next
Due to his Infernal typing and Weakness,he's always gonna take 3.6× damage from all elements except Valiant and World. This is a massive handicap but it incentivized you to position very carefully. His damage output and support are nothing to scoff at, which is why it is imperative that he never gets hit. Literally any trash mob unit could sign his obituary at any given moment. He's strong but delicate. A glass cannon.
It's not Christianity, Isfrail is a Moslem's Angel just like Zabaniyya. Even tho the dev use mixed religious symbol and mythology, it's just that. Nothing more. Please don't bring religion to the discussion.
There are many people who use Christianity as an excuse to oppress others
But yes, you are free to direct your hate to the fictional world and characters in a video game (marketed towards one of the aforementioned groups) based on the religion
I'll ask again. Why shouldn't the world of Eden and every single God worshipping angel get wiped out? Everyone from that world (at least those who are not fallen) is an A-hole.
The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.
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