Gala Zena


Skills

Shared SP Cost: 17550
Restores HP to all teammates with 72% Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack.
Also creates a healing zone that heals all allies for 36% Recovery Potency (in solo play, 18% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. (Might: 100)
Shared SP Cost: 17550
Restores HP to all teammates with 90% Recovery Potency, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack.
Also creates a healing zone that heals all allies for 44% Recovery Potency (in solo play, 22% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. (Might: 200)
Shared SP Cost: 17550
Restores HP to all teammates with 108% Recovery Potency, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Also creates a healing zone that heals all allies for 54% Recovery Potency (in solo play, 27% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. (Might: 300)
Shared SP Cost: 17550
Restores HP to all teammates with 130% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, increases the entire team's strength by 15% for 60 seconds, and grants overdamage to the entire team for 30 seconds based on 50% of the user's strength. Both the strength increase and overdamage will not stack.
Also creates a healing zone that heals all allies for 60% Recovery Potency (in solo play, 30% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. (Might: 400)
Deals 5 hits of 45% and 5 hits of 315% light damage to multiple targets and enemies near those targets and increases the rate at which the user's force strike charges by 20% for 15 seconds. This speed increase will not stack. (Might: 100)
Deals 5 hits of 50% and 5 hits of 350% light damage to multiple targets and enemies near those targets and increases the rate at which the user's force strike charges by 30% for 15 seconds. This speed increase will not stack. (Might: 200)
Deals 5 hits of 53% and 5 hits of 370% light damage to multiple targets and enemies near those targets and grants the user the "Holy Faith" effect for 15 seconds. Holy Faith increases the rate at which the user's force strike charges by 50% and grants the user knockback immunity. Holy Faith does not stack. (Might: 300)
Co-abilities
Increases the potency of recovery skills by 10%. Benefits your whole team. (Might: 170)
Increases the potency of recovery skills by 12%. Benefits your whole team. (Might: 200)
Increases the potency of recovery skills by 14%. Benefits your whole team. (Might: 230)
Increases the potency of recovery skills by 16%. Benefits your whole team. (Might: 260)
Increases the potency of recovery skills by 20%. Benefits your whole team. (Might: 320)

If a team member is attuned to Light: increases their critical rate by 7% when the combo count is 10 or higher. Benefits your whole team.
If a team member is attuned to Light: increases their critical rate by 8% when the combo count is 10 or higher. Benefits your whole team.
If a team member is attuned to Light: increases their critical rate by 9% when the combo count is 10 or higher. Benefits your whole team.
If a team member is attuned to Light: increases their critical rate by 10% when the combo count is 10 or higher. Benefits your whole team.
If a team member is attuned to Light: increases their critical rate by 13% when the combo count is 10 or higher. Benefits your whole team.
Abilities
Grants the user an Auspex gauge. The Auspex gauge fills when the user's first or second skills are used. When the gauge is completely filled, it grants the user the "Twilight Moon" effect. When this effect is active, it grants the user a unique force strike with five increasingly powerful charge levels. This effect cannot stack, and will be consumed on use. (Might: 80)
Grants the user an Auspex gauge. The Auspex gauge fills when the user's first or second skills are used. When the gauge is completely filled, it grants the user the "Twilight Moon" effect. When this effect is active, it grants the user a unique force strike with five increasingly powerful charge levels. This effect cannot stack, and will be consumed on use. (Might: 100)
Grants the user an Auspex gauge. The Auspex gauge fills when the user's first or second skills are used. When the gauge is completely filled, it grants the user the "Twilight Moon" effect. When this effect is active, it grants the user a unique force strike with five increasingly powerful charge levels. This effect cannot stack, and will be consumed on use.
Also, using Glorious Sanctuary will grant the user a defense amp (Team Amp MAX Lv. = 3). After this amp is granted, this ability will not grant it again for 30 seconds. (Might: 120)
Reduces susceptibility to poison and curses by 50%. (Might: 80)
Reduces susceptibility to poison and curses by 100%. (Might: 100)
Reduces susceptibility to poison and curses by 100%. When the user is hit by an attack that would have poisoned or cursed them, their strength is increased by 15% for 10 seconds. This increase will not stack, and, after activating, this buff cannot be activated again by the same affliction for 15 seconds. (Might: 120)
Increases the user's strength by an amount equal to the sum of passive HP bonuses granted by abilities on Dragons and Wyrmprints. This bonus scales linearly with remaining HP from 1x at 100% HP to 0.4x at 70% HP and then further scaling down to 0x at 1 HP. (Might: 80)
Increases the user's strength by an amount equal to the sum of passive HP bonuses granted by abilities on Dragons and Wyrmprints. This bonus scales linearly with remaining HP from 1x at 100% HP to 0.5x at 70% HP and then further scaling down to 0.1x at 1 HP. (Might: 100)
Increases the user's strength by an amount equal to the sum of passive HP bonuses granted by abilities on Dragons and Wyrmprints. This bonus scales linearly with remaining HP from 1x at 100% HP to 0.5x at 70% HP and then further scaling down to 0.1x at 1 HP.
Also, when the user has a defense amp, increases the potency of recovery skills by 10%. (Might: 120)
Notes
Gala Zena has a unique combo chain with different animations and modifiers compared to the regular Staff combo.
Attack | Damage Multiplier | Hits | Range | SP Gain |
---|---|---|---|---|
Combo 1 | 40% | 3 | 5.5 | 200 |
Combo 2 | 47% | 3 | 6 | 240 |
Combo 3 | 53% | 4 | 6 | 370 |
Combo 4 | 58% | 5 | 6 | 490 |
Combo 5 | 62% | 6 | 6 | 650 |
Attack | Damage Multiplier | Hits | Range | SP Gain |
---|---|---|---|---|
Combo 1 | 43% | 3 | 5.5 | 200 |
Combo 2 | 51% | 3 | 6 | 240 |
Combo 3 | 57% | 4 | 6 | 370 |
Combo 4 | 63% | 5 | 6 | 490 |
Combo 5 | 67% | 6 | 6 | 650 |
Gala Zena also has a unique force strike.
In addition, the ability Hallowed AuspexLv. 3: Grants the user an Auspex gauge. The Auspex gauge fills when the user's first or second skills are used. When the gauge is completely filled, it grants the user the "Twilight Moon" effect. When this effect is active, it grants the user a unique force strike with five increasingly powerful charge levels. This effect cannot stack, and will be consumed on use.
Also, using Glorious Sanctuary will grant the user a defense amp (Team Amp MAX Lv. = 3). After this amp is granted, this ability will not grant it again for 30 seconds. grants Gala Zena an Auspex Gauge. Using either
Glorious SanctuaryLv. 4: Restores HP to all teammates with 130% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, increases the entire team's strength by 15% for 60 seconds, and grants overdamage to the entire team for 30 seconds based on 50% of the user's strength. Both the strength increase and overdamage will not stack.
Also creates a healing zone that heals all allies for 60% Recovery Potency (in solo play, 30% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. [5850 SP] or Holy CrownLv. 3: Deals 5 hits of 53% and 5 hits of 370% light damage to multiple targets and enemies near those targets and grants the user the "Holy Faith" effect for 15 seconds. Holy Faith increases the rate at which the user's force strike charges by 50% and grants the user knockback immunity. Holy Faith does not stack. [8775 SP] fills the gauge by half, or 50 CP. When the gauge is completely filled (at 100 CP), Zena is granted the
"Twilight Moon" effect. Her next force strike will be enhanced with five increasingly powerful charge levels. This effect cannot stack, and will be consumed on use.
FS Level | Damage Multiplier | Type | Hits | Range | SP Gain | OD Modifier |
---|---|---|---|---|---|---|
Lv1 | 30% | Movable, Directional | 10 | 6 | 690 | 4.2x |
Lv2 | 33% | Movable, Directional | 10 | 6 | 690 | 4.2x |
FS Level |
Charge Level |
Damage Multiplier |
Type | Hits | Range | SP Gain | OD Modifier |
---|---|---|---|---|---|---|---|
Lv1 | 1 | 324% | Movable, Targeted Area of Effect | 5 | 6 | 690 | 1x |
2 | 405% | Movable, Targeted Area of Effect | 5 | 6 | 1035 | 1x | |
3 | 486% | Movable, Targeted Area of Effect | 5 | 6 | 1380 | 1x | |
4 | 567% | Movable, Targeted Area of Effect | 5 | 6 | 1725 | 1x | |
5 | 810% | Movable, Targeted Area of Effect | 5 | 6 | 2070 | 1x | |
Lv2 | 1 | 360% | Movable, Targeted Area of Effect | 5 | 6 | 690 | 1x |
2 | 450% | Movable, Targeted Area of Effect | 5 | 6 | 1035 | 1x | |
3 | 540% | Movable, Targeted Area of Effect | 5 | 6 | 1380 | 1x | |
4 | 630% | Movable, Targeted Area of Effect | 5 | 6 | 1725 | 1x | |
5 | 900% | Movable, Targeted Area of Effect | 5 | 6 | 2070 | 1x |
FS Level |
Charge Level |
Damage Multiplier |
Type | Hits | Range | SP Gain | OD Modifier |
---|---|---|---|---|---|---|---|
Lv1 | 1 | 360% | Movable, Targeted Area of Effect | 5 | 6 | 690 | 1x |
2 | 450% | Movable, Targeted Area of Effect | 5 | 6 | 1035 | 1x | |
3 | 540% | Movable, Targeted Area of Effect | 5 | 6 | 1380 | 1x | |
4 | 630% | Movable, Targeted Area of Effect | 5 | 6 | 1725 | 1x | |
5 | 900% | Movable, Targeted Area of Effect | 5 | 6 | 2070 | 1x | |
Lv2 | 1 | 400% | Movable, Targeted Area of Effect | 5 | 6 | 690 | 1x |
2 | 500% | Movable, Targeted Area of Effect | 5 | 6 | 1035 | 1x | |
3 | 600% | Movable, Targeted Area of Effect | 5 | 6 | 1380 | 1x | |
4 | 700% | Movable, Targeted Area of Effect | 5 | 6 | 1725 | 1x | |
5 | 1000% | Movable, Targeted Area of Effect | 5 | 6 | 2070 | 1x |
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