Vibrance

(#24950208)
Level 14 Nocturne
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Energy: 0/50
This dragon’s natural inborn element is Light.
Male Nocturne
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Personal Style

Apparel

Pathfinder's Cape

Skin

Scene

Measurements

Length
4.01 m
Wingspan
4.78 m
Weight
379.97 kg

Genetics

Primary Gene
Tangerine
Cherub
Tangerine
Cherub
Secondary Gene
Sapphire
Butterfly
Sapphire
Butterfly
Tertiary Gene
Spearmint
Glimmer
Spearmint
Glimmer

Hatchday

Hatchday
Jun 26, 2016
(7 years)

Breed

Breed
Adult
Nocturne

Eye Type

Eye Type
Light
Common
Level 14 Nocturne
EXP: 41605 / 54161
Scratch
Shred
Shining Might Fragment
Ambush
STR
61
AGI
5
DEF
5
QCK
42
INT
5
VIT
5
MND
5

Lineage

Parents

Offspring


Biography

indent A child of the Brightshine Jubilee, Vibrance's name speaks for itself. Even Coatl admire his colors, and will sometimes poke and prod at him to try and decipher just how he got so colorful. He brushes them off, and tells them they ought to find a real eye burner.
indent His natural knack for taking on the challenge of the Coliseum is not lost on other dragons. Some blather conspiracies that the Lightweaver herself blessed him with the ability to dismantle Beastclan forces, but that's all talk.

How to use the Mire Flyer build with a Light Dragon

The Mire Flyer build is the most efficient build to grind exalt fodder, be it for profit, to help with Dom, or even to just level some of your own dragons. These glass cannons are statted specifically for use in the Mire coliseum venue, where they can rally and eliminate enemies in one shot while training two dragons.

The typical Mire Flyer is an Arcane-borne dragon, due to their resistance to the Mire's elemental casters, but this dragon is Light-borne, so the usage of this particular build deviates from the standard. In no way is a Light dragon less usable in the Mire, of course; it's simply that one needs to pay a smidgen more attention to their enemy lineup than another.

The dragon's stats are as follows:
STR: 117
VIT: 25
QCK: 70
AGI: 8
INT: 5
MND: 5
DEF: 5

statted according to Culex' guide's builds.

The priority targets are essentially the same as the ones noted in Culex' guide, but due to the Light element, there are some enemies you want to make sure you prioritize. Unless otherwise specified, you can take out all of these targets with a Rallied Eliminate.

First, the Scratch users. This is an easy one - if they can deal damage quick, get rid of them.
1. Scythe Kamaitachi, Venomous Toridae. These two are not only strong, but they're fast enough that they can really mess you up if you don't get 'em quick.
2. Southmarsh Podid, Shellion, Poisonous Toridae, Sickle Kamaitachi. These are your other Scratch users. Make sure to get rid of the Toridae before they can use Jungle Slash (it takes three Scratches for them to build up the breath to use it); Nature does some nasty damage to Light dragons.

Now, your Meditate users. This is going to go against Culex' guide slightly, but so be it - I'm basing this off of my own experience using Light trainers.
3. Psywurm. These guys are nasty. Arcane does double damage to Light, and these guys are lightning-quick. Knock out as many as you can before they get to their second turn.
4. Salve Kamaitachi, Wetland Unicorn. These enemies are fast, like Psywurms, and cast Contuse, which nerfs your attacks, forcing you to sometimes use Scratch twice to effectively use Eliminate. These enemies can be pretty mean, but they're just as likely to cast Aid or use Meditate again, so don't worry about them as much as the Psywurms.
5. Common Podid - again, the element has an advantage over Light, but these guys aren't as fast as the Psywurms. Take out Southmarsh Podids before taking out these guys-- as much as they love to spam Shock, they love their Meditate just as much. It's better to risk the possibility of getting zapped than it is to inevitably get scratched up.
6. Mistwatch Shellion, Blackwing Croaker. These two cast magic, but it only does neutral damage to Light dragons, so it's not a big deal.
7. Mossy Cerdae. Plague does reduced damage to Light dragons, so they're not much of a threat. The only concern here is that you need to Scratch+Eliminate them (with or without Rally), since they have enough of a buff to survive a Rallied Eliminate.
8. Heartred Croaker, Brilliant Psywurm. These two are laughable. Seriously, they're slow, AND their moves are hopeless against Light dragons. The Brilliant Psywurm needs a Scratch+Eliminate in exactly the same fashion as the Cerdae, but both the flying frog and the yellow ferret make excellent Sap bait if you find yourself low on health.

Bosses - Wartoad, Molten Wartoad. The bosses are... rather scary. Unless your fodder has adequate VIT, or you've just started your rounds and your team has relatively sound defenses, I recommend clicking out of the Coliseum and resetting. Note: the toads do not have an elemental advantage, nor disadvantage, against Light dragons, and if you're lucky, they might use their signature elemental move, which does hardly any damage. This makes it easier to bear defeating them.
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Exalting Vibrance to the service of the Gladekeeper will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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