

Wanderer
Gorath (Bull Demon King)
/
Umbra/Defender/Legendary
Introduction
Gorath (Bull Demon King) is a Legendary Umbra esper in Dislyte. Gorath (Bull Demon King)'s role is Defender. Organization: Wanderer.
Other Umbra espers in Dislyte: Arthur (Taranis), Jacqueline (Nott), Nova (Banshee), Nyles (Nidhogg), Sieg (Siegfried) and Tirrel (Uttu).
Profile
Empowered by the Bull Demon King's might, he brings justice to the people on his own terms.
Gorath (Bull Demon King)'s birthday is 05-05, and Gorath (Bull Demon King) stands 210cm tall. Gorath (Bull Demon King) likes taking care of others.
Stats
- HP154th of 19713,289
- ATK193rd of 197772
- DEF1st of 1971,898
- SPD74th of 197108
- C. RATE10%
- C. DMG150%
- ACC0%
- RESIST20%
At level 60, 6 stars and fully ascended, before relics, Divine Weapon and Resonance. Each bar is measured against the highest value in the Dislyte roster, and the place is out of every esper with that stat.
- HP10,43413,289
- ATK722772
- DEF1,5031,898
- SPD103108
- C. RATE10%10%
- C. DMG150%150%
- ACC0%0%
- RESIST20%20%
Before relics, Divine Weapon and Resonance.
Guardian: Espers whose damage scales with DEF. Death Immunity: Effects that prevent death when taking lethal damage.
Skills
Damage calculator
Hellstrike
Skill 1Active
Attacks 1 enemy 2 times. Damage per hit: 80% DEF. Inflicts ATK Down for 1 turn.
Level 1 and each level-up
Level 1: Attacks 1 enemy 2 times. Damage per hit: 40% DEF. Inflicts ATK Down for 1 turn.
- Level 2: Damage increased to 45%
- Level 3: Damage increased to 50%
- Level 4: Damage increased to 55%
- Level 5: Damage increased to 60%
- Level 6: Damage increased to 70%
- Level 7: Damage increased to 80%
After Ascension 3: Hellstrike
Attacks 1 enemy 2 times. Damage per hit: 80% DEF. Inflicts ATK Down for 1 turn. Permanently increases the DEF of the Guard's Fury carrier by 2.5%, up to 50%.
ATK Down -40% ATK.

Fireward
Skill 2Passive
At the start of combat, grants Guard's Fury to the Defender teammate with the highest DEF. At the end of an active turn, if there are no teammates carrying Guard's Fury, grants Guard's Fury to the current Defender teammate with the highest DEF. When taking fatal damage, if there are teammates alive, there is a 100% chance to avoid death for the current turn. This probability decreases by 20% after each trigger. After the Guard's Fury carrier takes 3 hits or dies, if Gorath is not affected by Fury, he removes all his debuffs, ignores control effects, gains Fury for 2 turns, and receives an extra turn.
With Resonance 1
At the start of combat, grants Guard's Fury to the Defender teammate with the highest DEF. At the end of an active turn, if there are no teammates carrying Guard's Fury, grants Guard's Fury to the current Defender teammate with the highest DEF. When taking fatal damage, if there are teammates alive, there is a 100% chance to avoid death for the current turn. This probability decreases by 20% after each trigger. After the Guard's Fury carrier takes 3 hits or dies, if Gorath is not affected by Fury, he removes all his debuffs, ignores control effects, gains Fury for 2 turns, and receives an extra turn.
With Resonance 2
At the start of combat, grants Guard's Fury to the Defender teammate with the highest DEF. At the end of an active turn, if there are no teammates carrying Guard's Fury, grants Guard's Fury to the current Defender teammate with the highest DEF. When taking fatal damage, if there are teammates alive, there is a 100% chance to avoid death for the current turn. This probability decreases by 20% after each trigger. After the Guard's Fury carrier takes 3 hits or dies, if Gorath is not affected by Fury, he removes all his debuffs, ignores control effects, gains Fury for 2 turns, and receives an extra turn. Also depletes all enemies' AP, and inflicts Stun on the target for 1 turn. This won't miss or be resisted.
Guard's Fury (Undispellable) Reduces the chance of taking critical hits by 100%. The carrier is immune to any hostile effects other than damage (doesn't work on Bosses).
When the carrier is attacked, they deal True Damage to the attacker. True Damage: 100% of the carrier's DEF.
Afterward, Gorath counterattacks the attacker. Only 1 instance of this status can exist on a team.
Fury (Undispellable) C. RATE +100%, Miss Rate -100%. Before an active turn begins, resets ability cooldowns. At the end of the active turn, if Gorath is the only surviving ally on the battlefield, extends this status by 1 turn.

Emberwrath
Skill 3Active, Cooldown 4 turns
Attacks 1 enemy. Damage: 150% DEF. The higher the target's Max HP, the higher the damage dealt, up to 200% extra damage. Inflicts Scorchbane for 2 turn(s) on non-boss targets. In auto battle, prioritizes enemies with the highest Max HP if no enemy is affected by Scorchbane; otherwise prioritizes enemies affected by Scorchbane.
Level 1 and each level-up
Level 1: Attacks 1 enemy. Damage: 125% DEF. The higher the target's Max HP, the higher the damage dealt, up to 200% extra damage. Inflicts Scorchbane for 1 turn(s) on non-boss targets. In auto battle, prioritizes enemies with the highest Max HP if no enemy is affected by Scorchbane; otherwise prioritizes enemies affected by Scorchbane.
- Level 2: Damage increased to 130%
- Level 3: Damage increased to 135%
- Level 4: Damage increased to 140%
- Level 5: Damage increased to 150%
- Level 6: Scorchbane duration increased to 2 turns
- Level 7: Cooldown reduced by 1 turn
With Resonance 4
Attacks 1 enemy. Damage: 150% DEF. The higher the target's Max HP, the higher the damage dealt, up to 200% extra damage. Inflicts Scorchbane for 2 turn(s) on non-boss targets. In auto battle, prioritizes enemies with the highest Max HP if no enemy is affected by Scorchbane; otherwise prioritizes enemies affected by Scorchbane. Passive: At the start of combat (triggers later in sequence), inflicts Scorchbane for 2 turns on the enemy with the highest Max HP.
With Resonance 6
Attacks 1 enemy. Damage: 150% DEF. The higher the target's Max HP, the higher the damage dealt, up to 200% extra damage. Inflicts Scorchbane for 2 turn(s) on non-boss targets. In auto battle, prioritizes enemies with the highest Max HP if no enemy is affected by Scorchbane; otherwise prioritizes enemies affected by Scorchbane. Passive: At the start of combat (triggers later in sequence), inflicts Scorchbane for 2 turns on the enemy with the highest Max HP.
Scorchbane (Undispellable) Reduces healing received by 100%. When the carrier attempts to grant certain effects to their teammates (including healing, rescaled HP, bonus turns, buffs other than Guard's Fury, debuff dispelling, death immunity, delayed death, increased AP, reduced ability cooldowns, or damage sharing), the carrier takes True Damage. True Damage: 5% of the carrier's Max HP.
This triggers once per target per turn. Only 1 instance of this status can exist on a team.
Captain Ability
- Up to level 60
- Increases ally DEF by 30%
- After Level Breakthrough
- Increases ally DEF by 40%
Ascension
Upgrade planner- Phase 1HP +950; ATK +25, DEF +25
- Phase 2DEF +70; HP +340, ATK +25
- Phase 3Upgrades Skill 1
- Phase 4SPD +5
- Phase 5HP +15%
- Phase 6DEF +20%
Resonance
61.Fireward - Morph 1
New Effect - Fireward: New Effect - Fury: Immune to control effects. After any teammate is hit, the carrier gains an extra turn. This can only trigger once per active turn.
2.Fireward - Morph 2
New Effect - Fireward: After entering Fury state, depletes all enemies' AP and inflicts Stun on targets for 1 turn. This won't miss or be resisted.
3.Blessing
Base ATK, Base DEF, and Base HP +15%.
4.Emberwrath - Morph 1
New Effect - Emberwrath: At the start of combat, inflicts Scorchbane on the enemy with the highest Max HP (excluding bosses) for 2 turns.
5.Aura
Base ATK, Base DEF, and Base HP +20%.
6.Emberwrath - Morph 2
New Effect - Emberwrath: New Effect - Scorchbane: When the carrier attempts to grant certain effects to their teammates, nullifies those effects.
Divine Weapon

Dusklight
In Graywater's back alleys, crime festers in the shadows. Dangers lurk at every turn. From the dark he emerges, wrapped in the final gleam of sunset gold. While his enemies stumble in confusion, he strikes with precision. None escape his grasp.
- Level 30
- DEF +884, HP +2,658
- Ranks 1 to 6
- At the start of combat, for every 1,000 DEF the Esper has, increases all teammates' DEF by 200/300/500/500/500/500, up to 10 times.
- Ranks 4 to 6
- Base ATK, Base DEF, and Base HP +10/20/30%
Gorath (Bull Demon King)'s dossier
Full of energy.
Gorath radiates energy. With that ever-present, sunny smile, he gives off an instant impression of reliability and drive. Gorath regularly shares workout tips and healthy meal recipes on his channel. With millions of followers, he has a knack for turning his energy into motivation that reaches every viewer. That's how he keeps winning people over. He lives with strict discipline. He can count on one hand the times he eats fried food in a year. Thanks to that, he stays strong and full of energy. With this kind of lifestyle, he falls asleep the moment his head hits the pillow. People often ask him what his secret is. Gorath just smiles and says, "It's the body's way of thanking you for staying consistent."
Fighting for justice.
Gorath takes responsibility seriously, almost to a fault. He's always taking the lead and looking out for everyone else. People don't always understand him, but they respect him all the same. After graduation, he became a Marshal, driven by a clear sense of purpose. But the reality of Debia's corruption hit him hard. Even after being sent back to his rough and broken hometown, Graywater, he refused to give up on what he believed in. When an illegal mine collapsed, Gorath and a group of miners were buried alive. Pushed to the edge, both mentally and physically, he awakened. With nothing but raw strength and divine power, he tore open a way out. After that, the people at the bottom of Graywater began to see him as a hero.
Companionship and betrayal.
Gorath wasn't done. He started using the Marshal's Bureau's network to secretly investigate the mine incident. With help from a hacker named Ali and several miners, the man behind it, Zhang Lang, gradually came to light. But a planned raid on Zhang Lang ended in failure. Ali's betrayal caught them off guard. Most of the team was killed, and only Gorath made it out alive. After losing everything, Gorath stormed into Ali's home, only to be met with a low, amused scoff. Ali didn't bother hiding the truth. He'd sold them out to scrape together enough money to get his family out of Graywater, that miserable border town they all called home. And, as if that weren't enough, he tried to pin the whole mess on Gorath and his so-called "hero fantasy." Before Gorath turned to leave, he ended Ali's life. He vanished into the night without a backward glance, carrying the weight of justice on his shoulders alone.
Moving forward in the shadows.
Ali's death put Gorath on the wanted list, and he disappeared from public view. Even so, the blows he suffered didn't shake his convictions. Later, he joined forces with Triki, a rising fighter from Graywater. Together, they brought down Zhang Lang. Watching the man stand trial and go to prison, Gorath finally felt a sense of closure. He went on to join the Hunter's Guild, continuing to move through the alleys of Graywater alone. To Gorath, it didn't matter if the odds were stacked against him, so long as corruption roamed free, he'd keep fighting to bring justice back to these streets. Tonight, he's still making his rounds in the shadows, driven by that same fierce sense of duty, and he's not slowing down anytime soon.
Upgrade costs
Open in the plannerAscension
- Phase 1
Basic Inferno Wave ×5
Basic Wind Wave ×5
Basic Flow Wave ×5
Gold ×3,000 - Phase 2
Basic Inferno Wave ×10
Basic Wind Wave ×10
Basic Flow Wave ×10
Gold ×6,000 - Phase 3
Advanced Inferno Wave ×10
Advanced Wind Wave ×10
Advanced Flow Wave ×10
Gold ×9,000 - Phase 4
Advanced Inferno Wave ×20
Advanced Wind Wave ×20
Advanced Flow Wave ×20
Gold ×12,000 - Phase 5
Elite Inferno Wave ×8
Elite Wind Wave ×8
Elite Flow Wave ×8
Gold ×15,000 - Phase 6
Elite Inferno Wave ×12
Elite Wind Wave ×12
Elite Flow Wave ×12
Gold ×18,000
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