Wyvern Hunt

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Wyvern Hunt is an end game mission where you get to farm probably the most important set in the game: Speed set!  There are a few things you need to know about this hunt.

The Wyvern stage is split into 2 battles. The first battle is against 3 small snakes and a giant snake. Their attacks can apply poison debuff. This stage is a health and DPS check as if you lack both of that, you will fail before getting to the Wyvern. Bringing a debuff immunity/cleanser character will help keep your team healthy.

After clearing the first battle, you will take on the boss Wyvern himself. He has 3 primary attacks:

  • Fire Breath – An attack that inflicts poison for 2 turns.
  • Tail Swing (4 Turns Cooldown) – Grants the wyvern barrier and dispels all your team’s buffs (can be resisted!)
  • Dragon’s Might – Deals a devastating AoE attack to your team. Should you survive, his attack is permanently increased by 30% with the Dragon Rage passive.
  • Wyvern is immune to Stun, Slow, Provoke, Silence and Decrease Combat Readiness

Key Things to Note

Wyvern 9/10 has a very high base speed (about 170/220 respectively). If you are running a speed team, you want your buffer or combat readiness buffer to be faster than 170/220 speed. The other option is to run a tanky team.

On Wyvern 9/10, you will need to apply 2 debuffs to make his fire breath attack once. For all lower stages, you just need to apply 1 debuff.

Update: Wyvern 11

With the new patch, Wyvern 11 is added and there are a few changes to the mechanics for it. Here is the megathread on Reddit for the Wyvern 11 stats. He has about 140k hp.

Note: Wyvern 11 hits 3 fire breaths instead of 2. Also, he will always only target the front line ONLY until he/she is dead. So that means you can have an offensive backline and not worry about dying, as long as they have 7k hp to survive first wave and enough damage to take down the Wyvern. Bringing non-ice units gives the Wyvern +10% combat readiness each time a non-ice unit ends their turn.

Also, having 2 or more debuffs on him will reduce the damage he deals to your frontline.


Fire Protection [Passive] – Increases Damage suffered from ice elemental heroes by 30% while increasing damage dealt to non-ice elemental heroes by 30%. When a non-ice elemental hero turn ends, increases Wyvern’s CR by 10%.

Super Acceleration [Passive] – Increases attack after attacking. The effect stacks each attack.

Dragon Might [Active] – Creates a gust of wind by moving incredibly fast and attacks all enemies, dispelling all buffs. This cannot be resisted. After attacked, creates a shockwave and deals additional damage.

Fireball Barrage [Active] – Shoots a fireball at an enemy, dispels one debuff and decreases their combat readiness by 10%. After attacking, attacks the same enemy two more times. If the caster has two or fewer debuffs, greatly increases damage dealt. Will only attack the front unit.

Tail Swing [Active] – Attacks all enemies with a tail swing, dispelling all debuffs inflicted on the caster. Grants a barrier for 1 turn. Decreases the speed of caster while the barrier is active and actives dragon might if the barrier is not destroyed by the end of the caster’s next turn. Cannot be dispelled.


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