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Apep

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Character Overview

Apep - SSR Warrior character from Zone Nova gacha game

Apep

SSR Warrior

Kemich (凱米奇)

The Kemich faction with Egyptian mythology influences

Class
Warrior
Rarity
SSR
Element
Wind
Role
DPS
Faction
Kemich (凱米奇)

Character Stats

Core Combat Stats

HP
6,600
Max: 10,520
Attack
480
Max: 696
Defense
690
Max: 1,004

Max values are base stats with the full talent tree unlocked.

Additional Stats

Energy Regen
0.25/s
Crit Rate
0%
Crit Damage
50%

Class

Warrior class icon
Warrior

Memory Compatibility: Warrior class only

Gameplay Tags
Defense ScaleShieldTankSelf HealingWind DamageHP ScalingConditional Enhancement

Skills

Skill Level

Gale Strike

Normal Attack
Deals wind damage equal to 55% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 60% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 65% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 70% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 75% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 80% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 85% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 90% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 95% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 100% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 105% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 110% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 115% of the user's own defense to the designated enemy unit.
Deals wind damage equal to 120% of the user's own defense to the designated enemy unit.

Wind-covered wall

Auto Skill Cooldown: 5.0s
Increases self-protection by a shield equal to 55% defense.
Increases self-protection by a shield equal to 60% defense.
Increases self-protection by a shield equal to 65% defense.
Increases self-protection by a shield equal to 70% defense.
Increases self-protection by a shield equal to 75% defense.
Increases self-protection by a shield equal to 80% defense.
Increases self-protection by a shield equal to 85% defense.
Increases self-protection by a shield equal to 90% defense.
Increases self-protection by a shield equal to 95% defense.
Increases self-protection by a shield equal to 100% defense.
Increases self-protection by a shield equal to 105% defense.
Increases self-protection by a shield equal to 110% defense.
Increases self-protection by a shield equal to 115% defense.
Increases self-protection by a shield equal to 120% defense.

Kazeyu

Ultimate Cost: 2
When HP is below 50%, deals wind damage equal to 55% of the user's defense to targets in front and recovers HP equal to 55% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 110% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 60% of the user's defense to targets in front and recovers HP equal to 60% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 120% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 60% of the user's defense to targets in front and recovers HP equal to 60% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 120% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 70% of the user's defense to targets in front and recovers HP equal to 70% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 140% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 70% of the user's defense to targets in front and recovers HP equal to 70% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 140% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 80% of the user's defense to targets in front and recovers HP equal to 80% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 160% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 80% of the user's defense to targets in front and recovers HP equal to 80% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 160% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 90% of the user's defense to targets in front and recovers HP equal to 90% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 180% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 90% of the user's defense to targets in front and recovers HP equal to 90% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 180% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 120% of the user's defense to targets in front and recovers HP equal to 120% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 240% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 120% of the user's defense to targets in front and recovers HP equal to 120% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 240% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 120% of the user's defense to targets in front and recovers HP equal to 120% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 240% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 120% of the user's defense to targets in front and recovers HP equal to 120% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 240% of the user's defense to all targets within a 4-meter radius.
When HP is below 50%, deals wind damage equal to 120% of the user's defense to targets in front and recovers HP equal to 120% of the user's defense. When HP is above 50%, an enhanced ultimate skill can be used, dealing wind damage equal to 240% of the user's defense to all targets within a 4-meter radius.

Feng Hui

Passive
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.
Before entering combat, every 1000 defense increases maximum HP by 4000, up to a maximum of 20000. While holding a shield, damage taken is reduced by 24%, and damage dealt is increased by 48%.

Combo Skill

Team Skill

Self Defense increases by 15%
At battle start, every 500 Defense reduces team damage taken by 1.5%, up to 6 times

Requires: 2 Kemich OR 2 Wind characters

Talent Tree

Complete Tree Grants (Apep):

HP +59.4%DEF +45.6%ATK +45%

Max stats shown above are calculated with every node unlocked. The E-nodes and the 10 stat nodes below are this character's actual tree — materials come from the elemental dungeon and weekly shops.

1. Enhancement Nodes (E1 - E3)

The biggest boosts in the tree - unlock them first. Bonuses vary per character:

ATK +10%, HP +10%
Rank 2 Required
Holy Grail Teardrop Holy Grail Teardrop ×1 Queen's Amethyst Queen's Amethyst ×1 Aether Points 5,000
ATK +15%, HP +15%
Rank 4 Required
Holy Grail Teardrop Holy Grail Teardrop ×3 Queen's Amethyst Queen's Amethyst ×1 The Original Aether The Original Aether ×1 Aether Points 20,000
ATK +20%, HP +20%
Rank 6 Required
Holy Grail Teardrop Holy Grail Teardrop ×10 Queen's Amethyst Queen's Amethyst ×1 The Original Aether The Original Aether ×1 Aether Points 160,000

2. Stat Nodes (N1 - N10)

10 nodes tailored to this character's kit. The last two are level-gated capstones.

NodeStat BonusUnlockMaterials Aether Points Aether Points
N1 HP +3.2% After E1 Holy Grail Teardrop Holy Grail Teardrop ×1 Aether Points 5,000
N2 DEF +4.8% Start Aether Points 2,500
N3 DEF +4.8% After N1 Holy Grail Teardrop Holy Grail Teardrop ×1 Aether Points 10,000
N4 DEF +4.8% After N1 Holy Grail Teardrop Holy Grail Teardrop ×1 Aether Points 10,000
N5 DEF +7.2% After N2 Holy Grail Teardrop Holy Grail Teardrop ×3 Aether Points 20,000
N6 DEF +7.2% After N2 Holy Grail Teardrop Holy Grail Teardrop ×10 Aether Points 160,000
N7 HP +4.8% After E2 Holy Grail Teardrop Holy Grail Teardrop ×5 Aether Points 45,000
N8 DEF +7.2% After E2 Holy Grail Teardrop Holy Grail Teardrop ×5 Aether Points 45,000
N9 DEF +9.6% Lv 80 Holy Grail Teardrop Holy Grail Teardrop ×10 Aether Points 160,000
N10 HP +6.4% Lv 75 Holy Grail Teardrop Holy Grail Teardrop ×10 Aether Points 160,000

3. Skill Branch Levels

Each of the 4 branches (Normal Attack, Auto Skill, Ultimate, Passive) levels up to 14 — the cap starts at 10, and Awakenings at Dupe 3 and Dupe 5 each raise it by +2. Costs below are per level and identical for all four branches (levels 2-10 from game data).

Branch Level Aether Points Aether Points Materials
2 Aether Points 2,500
3 Aether Points 5,000 Storm Aether Storm Aether ×3
4 Aether Points 10,000 Storm Aetherstone Storm Aetherstone ×3
5 Aether Points 20,000 Storm Aetherstone Storm Aetherstone ×5
6 Aether Points 30,000 Storm Aetherstone Storm Aetherstone ×7
7 Aether Points 45,000 Storm Aether Lany. Storm Aether Lany. ×3
8 Aether Points 80,000 Storm Aether Lany. Storm Aether Lany. ×5 Queen's Amethyst Queen's Amethyst ×1
9 Aether Points 160,000 Storm Aether Lany. Storm Aether Lany. ×8 Queen's Amethyst Queen's Amethyst ×1 The Original Aether The Original Aether ×1
10 Aether Points 300,000 Storm Aether Lany. Storm Aether Lany. ×14 Queen's Amethyst Queen's Amethyst ×1 The Original Aether The Original Aether ×1

Awakening Effects

Dupe 1

Effect: Each time you deal normal attack damage, your defense increases by 5% for 10 seconds, stacking up to a maximum of 30%.

Dupe 2

Effect: Using enhanced Ultimate Skills also has a healing effect, with the healing amount being equal to that of the Ultimate Skill itself.

Dupe 3

Effect: [Normal Attack], [Skill], [ULT] and [Passive] level and level cap +2

Dupe 4

Effect: Defense increased by 45%

Dupe 5

Effect: [Normal Attack], [Skill], [ULT] and [Passive] level and level cap +2

Dupe 6

Effect: All resistances increased by 10%, storm resistance increased by an additional 10%
All damage dealt penetrates 10% of storm resistance

Memory Card: Wrong time of appearance

Wrong time of appearance

Memory Card Stats (Lv.80 Max)

HP
6,600
Attack
480
Defense
690

Memory Effects

Awakening

Defense increased by 48%

When HP is below 50%, the wearer recovers 1% of maximum HP after attacking

When HP is above 50%, damage taken is reduced by 6% and damage dealt is increased by 24%.

Defense increased by 52%

When HP is below 50%, the wearer recovers 1.2% of maximum HP after attacking

When HP is above 50%, damage taken is reduced by 7% and damage dealt is increased by 28%.

Defense increased by 56%

When HP is below 50%, the wearer recovers 1.4% of maximum HP after attacking

When HP is above 50%, damage taken is reduced by 8% and damage dealt is increased by 32%.

Defense increased by 60%

When HP is below 50%, the wearer recovers 1.6% of maximum HP after attacking

When HP is above 50%, damage taken is reduced by 9% and damage dealt is increased by 36%.

Defense increased by 64%

When HP is below 50%, the wearer recovers 2% of maximum HP after attacking

When HP is above 50%, damage taken is reduced by 10%, and damage dealt is increased by 40%.

⚠️ Equipment Limitation

Warrior
Warrior Class Only

This memory card is restricted to Warrior class characters only.