Bring an ally back from the dead with a % of their HP, [Haste] and 3 [Energy].
Effects | Haste| Resurrection| Energy Gain
Cleansing Wave
Special Attack (4 turns), requires 1st Ascension
Recover health split between all allies and cleanses all debuffs on all allies.
Effects | Cleanse| Heal
Divine Justice
Special Attack (3 turns), requires 2nd Ascension
Melee Physical attack with splash damage, marking all enemies hit with Magnified Light (receives more damage from Light Heroes).
Effects | Magnified Light
This hero deals boosted damage against certain targets or under certain circumstances. See the description of the respective Trait or Ability for details. If you see this icon during events, it means that the hero gets a special event buff.
Can't be burned and/or takes no damage from Burn debuffs. Damage Over Time caused by Burn debuffs doesn't occure but can take damage from Fire attacks. See also Fire Immune.
Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
Heals allies when Venom is applied on the enemies by Cobressa. The heal amount increases with the rank (I/II) of this trait. Enemies immune to Venom prevent the heal effect.
All allies and self gain an additional [5%/10%/15%] Chaos Damage Reduction (max 50%), depending on the rank of this trait (I/II/III). Skill increases the percent value.
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Counters:
Archangel Emily can be countered by making use of the following traits and special attacks:
Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).
Armor piercing Ranged Physical attack for [92.5% ATK] base damage that Blinds the target (lowering their attack and defense, 73%@lvl 80) and reduces the target's energy by 1. Starts Powered.
Self and allied Constructs gain 1 Energy, then does a Ranged Lightning attack on all enemies with a chance to Fear. Deals boosted damage to Armored targets.
Archangel Emily can be used not only to revive allies but can be used together with Astrid Yasmin & Ella for more damage when fighting the other bosses
You can help Dungeon Boss Wiki by expanding it. Once the addition of data meets the standards and the completion of the section, delete the words {{Stub}} from the page by looking for it in the editor.
Skill Breakdown
Synergy With Other Heroes
Uses in PVP
Notes and Tips
Hawk Angel Emily is a Skin for Emily that was available on 15th April 2016 in Heroic Portal Summon for one day. It is now and then available from event quest rewards or as in-app purchase.
Since the recent update on December 18, 2018Invulnerable has been replaced with Impervious which is included in Angelic. That is, Emily cannot be Poisoned, Burned, Frozen, Chilled, envenomed by Venom, Shocked, nor Diseased, and she was Light immune. But now she can be Feared and marked with debuffs like Haunted again.
During the special Event "Light Vs Dark" on 18th, May 2018 Emily got a revamp replacing several of her abilites and traits. One of these was Invulnerable that made her immune to all debuffs.