Narmer (Ra)

Wanderer

Narmer (Ra)

/Inferno/Fighter/Legendary

Btier

Introduction

Narmer (Ra) is a Legendary Inferno esper in Dislyte. Narmer (Ra)'s role is Fighter. Organization: Wanderer.

On the Dislyte tier list Narmer (Ra) is B tier, 76th of the 137 espers ranked.

Other Inferno espers in Dislyte: Abigail (Frigga), Adrina (Chantico), Alexa (Aphrodite), Alexa (Meta Aphrodite), Andreas (Achilles), Badrun (Khonsu) and 48 more.

What Narmer (Ra) does

Builds Burning Sun stacks every turn and for each buff gained, then spends them all on Emblazoned Strike, an AoE that gains 7% damage per stack and ignores 40% DEF once enough are banked. Sunwheel steals a buff and gives Narmer ATK Up, which feeds another stack.

Profile

Ra has seen fit to protect this gentleman who has devoted his life's work to the study of the Miracles.

Narmer (Ra)'s birthday is 08-11, and Narmer (Ra) stands 180cm tall. Narmer (Ra) likes history books.

Stats

  • HP177th12,408
  • ATK1st1,826
  • DEF176th890
  • SPD165th96
  • C. RATE17th20%
  • 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.

StatLevel 60, 6 starsFully ascended
  • HP11,72812,408
  • ATK1,3321,826
  • DEF795890
  • SPD9696
  • C. RATE10%20%
  • C. DMG150%150%
  • ACC0%0%
  • RESIST20%20%

Before relics, Divine Weapon and Resonance.

Striker: Espers who specialize in AoE damage.

  • Sunwheel

    Skill 1

    Active

    Attacks 1 enemy. Damage: 130% ATK. Steals 1 buff. 100% chance of gaining ATK Up for 2 turns.

    Level 1 and each level-up

    Level 1: Attacks 1 enemy. Damage: 100% ATK. Steals 1 buff. 50% chance of gaining ATK Up for 2 turns.

    1. Level 2: Damage increased to 110%
    2. Level 3: Trigger Chance increased to 75%
    3. Level 4: Damage increased to 120%
    4. Level 5: Trigger Chance increased to 100%
    5. Level 6: Damage increased to 130%
    • ATK Up +40% ATK.
  • Wheel of Fate (Passive)

    Skill 2

    Passive

    At the start of Narmer's turn, gains 1 Burning Sun stack. For each buff gained, gains 2 Burning Sun stacks. Max 8 stacks.

    After Ascension 3: Wheel of Fate (Passive)

    At the start of Narmer's turn, gains 2 Burning Sun stacks. For each buff gained, gains 2 Burning Sun stacks. Max 8 stacks.

    With Resonance 2

    At the start of Narmer's turn, gains 1 Burning Sun stack. Each time he is buffed, gains 2 Burning Sun stacks. Max 12 stacks. After casting Emblazoned Strike, gains 2 Burning Sun stacks.

    With Resonance 6

    At the start of Narmer's turn, gains 1 Burning Sun stack. Each time he is buffed, gains 2 Burning Sun stacks. Max 12 stacks. After casting Emblazoned Strike, gains 2 Burning Sun stacks. When Burning Sun stacks are maxed, instantly casts Emblazoned Strike.

    • Burning Sun (Undispellable) Amplifies the power of Emblazoned Strike.
  • Emblazoned Strike

    Skill 3

    Active, Cooldown 3 turns

    Attacks all enemies. Damage: 100% ATK. Consumes all Burning Sun stacks. Each stack grants Damage +7%. When Burning Sun stacks equal 5 or more, ignores 40% DEF. When Burning Sun stacks equal 8, Ability Cooldown -1 turn.

    Level 1 and each level-up

    Level 1: Attacks all enemies. Damage: 70% ATK. Consumes all Burning Sun stacks. Each stack grants Damage +7%. When Burning Sun stacks equal 5 or more, ignores 40% DEF. When Burning Sun stacks equal 8, Ability Cooldown -1 turn.

    1. Level 2: Damage increased to 75%
    2. Level 3: Damage increased to 80%
    3. Level 4: Damage increased to 90%
    4. Level 5: Damage increased to 100%
    5. Level 6: Cooldown reduced by 1 turn

    With Resonance 1

    Attacks all enemies. Damage: 100% ATK. Consumes all Burning Sun stacks. Each stack grants extra damage. Extra Damage: 7%. When Burning Sun stacks = 5 or more, ignores 40% DEF. When Burning Sun stacks = 8, Ability Cooldown -1 turn. Final Damage +10%.

    With Resonance 2

    Attacks all enemies. Damage: 100% ATK. Consumes all Burning Sun stacks. Each stack grants extra damage. Extra Damage: 7%. When Burning Sun stacks = 5 or more, ignores 40% DEF. When Burning Sun stacks = 8, Ability Cooldown -1 turn. Final Damage +10%.

    • Burning Sun (Undispellable) Amplifies the power of Emblazoned Strike.

Captain Ability

Up to level 60
Increases ally ATK in Point War, Knockout, and Beatbout by 40%
After Level Breakthrough
Increases ally ATK in Point War, Knockout, and Beatbout by 50%
  1. Phase 1ATK +70; HP +340, DEF +25
  2. Phase 2DEF +70; HP +340, ATK +25
  3. Phase 3Upgrades Skill 2
  4. Phase 4ATK +10%
  5. Phase 5C. RATE +10%
  6. Phase 6ATK +20%

Resonance

6
  1. 1.Emblazoned Strike - Overload

    Emblazoned Strike: Final Damage +10%.

  2. 2.Wheel of Fate (Passive) - Morph 1

    Change - Wheel of Fate (Passive): Max stacks of Burning Sun increased to 12. Upon casting Emblazoned Strike, gains 2 Burning Sun stacks.

  3. 3.Blessing

    Base ATK, Base DEF, and Base HP +15%.

  4. 4.Preemptive Strike

    The 1st active ability cast in battle deals +15% damage.

  5. 5.Aura

    Base ATK, Base DEF, and Base HP +20%.

  6. 6.Wheel of Fate (Passive) - Morph 2

    New Effect - Wheel of Fate (Passive): When Burning Sun reaches max stacks, casts Emblazoned Strike.

Divine Weapon

Staring at the Sun

Staring at the Sun

Heir to the Saunbert lineage, Narmer just sits there, like the sun, burning so bright that no one can look directly at him. His vision covers more than just his family's survival, it includes the survival of the whole of Grandis now the Miracles have come.

Level 30
ATK +900, HP +3,817
Ranks 1 to 6
At the start of a round, the bearer has a 50/75/100/100/100/100% chance of gaining ATK Up for 1/1/2/2/2/2 turns
Ranks 4 to 6
Base ATK, Base DEF, and Base HP +10/20/30%

Narmer (Ra)'s dossier

This inscrutable tycoon attracted countless people who tried to get close with his talent and charm.

With his aristocratic demeanor and princely charm, Narmer has never failed to impress. This wealthy, reclusive individual is shrouded in mystery. Many people have tried to get close to him in order to gain even the smallest piece of information. Narmer is, however, a master of observation, and he can quickly discern their true intentions.  From glamorous banquet halls to intense corporate negotiations, Narmer can handle any situation with confidence and ease. To get an audience with him, you need a bit of luck and have the right connections because he refuses to waste his time on anything or anyone trivial.

Narmer is determined to reveal the profound truth behind the Miracles.

Narmer plays different roles for different people. Some see him as a banker and investor. Others view him as a very successful entrepreneur, and a few people know him as an avid worldly explorer. As the current head of the Saunbert family, Narmer is gifted, talented, and extremely busy. When he does have time for himself, he buries himself in his vast private library, studying the annals of history. He loves poring over volumes of lore and mythology and has been doing so ever since he was a child. The arrival of the Miracles brought disaster to the world, but also immeasurable secrets to unravel. With this new mystery to solve, Narmer is determined to uncover the truth behind the Miracles.

Zelmer's presence made Narmer even surer of his path.

No one can predict what will happen during an expedition to explore the Miracles. However, even Narmer was surprised when he rescued a skinny young girl who was trapped in one of the ruins nearby. Her name was Zelmer. For whatever reason, he adopted her, and her company brought him great comfort. He had always found it difficult to connect with people, but she was different. Narmer saw the extent of the damage the Miracle's had brought first hand. He realized just how many orphans there were and how many people had lost their homes as a result of the Miramon attacks. Narmer vowed to unite mankind in the fight against the Miracles.

He never stops exploring.

Nobody knows where the recent chaos will leave humanity.  The division within the Esper Union has made Narmer weary of human conflicts. He believes that rather than engaging in meaningless infighting, humanity should band together to defend against the Miracles' threats.  But, if conflict is inevitable, he'll strive to redirect it in his favor.  He believes that the answers lie at the source of the Miracles and he has been traveling the world, hunting for clues to unravel this mystery.  With Ra's power and blessing, Narmer embarks on a journey to save mankind.

Upgrade costs

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Ascension

  • Phase 1Basic Inferno Wave ×15Gold ×3,000
  • Phase 2Basic Inferno Wave ×20Gold ×6,000
  • Phase 3Basic Inferno Wave ×25Advanced Inferno Wave ×15Gold ×9,000
  • Phase 4Advanced Inferno Wave ×20Elite Inferno Wave ×10Gold ×12,000
  • Phase 5Advanced Inferno Wave ×30Elite Inferno Wave ×15Gold ×15,000
  • Phase 6Advanced Inferno Wave ×40Elite Inferno Wave ×30Gold ×18,000

Art

Narmer (Ra) key art

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