| Max Stats
| Lv:120 HP:2244 ATK:1452 DEF:1226|
Lv:120 HP:2693 ATK:1742 DEF:1471 (Awoken)
| 26/3 |
| Main Skill (スキル)|
Golden Bow and Arrow
| 1x Stab attack and +1 to ATK (on Straight+, +2 to ATK instead)|
| Sub Skill (子分スキル)|
God of the Sun
| Boosts Fire main card's skill by 15%|
| Awoken Main Skill (スキル)|
| 1x Stab attack (Skill Power increases with each +ATK buff on self) and buffs +ATK for self (On Straight+, +ATK buff power increases)|
| Awoken Sub Skill (子分スキル)|
Sun God's Medicine
| When attached to Red Main, +15% Skill Efficacy (On Straight+, also recovers 5% of max HP)|
| Awoken Skill (覚醒スキル)|
Laurel Wreath of Divine Energy
| On Skill Activation, grants a 3% Skill Boost x the # of Stab cards in the played hand.|
| S.Awoken Main Skill (スキル)|
| S.Awoken Sub Skill (子分スキル)|
| S.Awoken Skill (覚醒スキル)|
| Super Fusion (超合体)|
Divine Flames of Immortality
One of the few cards to get a major boost from some sub-card system changes, Apollo is a mediocre attacker that boasts an incredibly powerful after-effect, and is a very powerful card that is not bad to have around. While he pales in damage to other Red Stab cards, such as Mammon and Noel, he makes up for it with sheer versatility.
Apollo's main strength as a card is definitely his generalized red skill boost, allowing him to buff up Red Enhances such as Ifrina and Gambler, as well as work as an SS sub for any red card you may desire, and ultimately works well on the powerful Red Stab attacker base, including himself. However, as a main card, while his damage may not be as strong as it used to be, his ability to buff attack is now effected by his subs- meaning you can easily boost his buff up to +4 or +5, and flash buff yourself to maximum attack.
However, he shares a nasty super fusion pool that will cause him to fuse with one of the more popular PVE stars such as Ifrina, which may ruin your day, or your attacker's enhance. Proceed with caution when playing your Apollo.
Awakening gives Apollo a much-needed Stat boost, drastically increasing his Attack, as well gracing him with 5 Orb slots to play with. Apollo's Main Skill also gets a nice boost in that now its Skill Power increases relative to your ATK Buffs. The higher your ATK, the more powerful Apollo's Skill is. Sub-wise, Apollo is functionally the same; the only thing added being a 5% HP heal on Straight+. Apollo's Awakening Skill also grants an extra 3% Skill Boost based on the # of other Stab cards in the played hand.
Apollo's damage is surprisingly strong, boasting a slightly higher modifier than average and having a respectable attack- but as always his true power lies in his buff. With it now being powered up by skill boost sub cards, it can reach +3 or +4 easily, and with extreme enough Sub Cards can even reach the peak at +5 on Straight+ hands. His buff will not be affected by Enhance cards, but his damage will.
|DMG (ATK +1)||2.30|
|DMG (ATK +2)||2.40|
|DMG (ATK +3)||2.50|
|DMG (ATK +4)||2.60|
|DMG (ATK +5)||2.80|
|ATK Buff (Straight+)||2.20|
Apollo's Main Skill changes somewhat in that now his Skill Power increases as he gains more ATK. The higher your ATK, the more powerful Apollo's Skill is. Conversely, the ATK Buff still scales with Sub Card boosts, so with enough Skill Boosts, you can easily reach up to +4/5 ATK in one go! Once Apollo hits +5 ATK, he's pretty much on par or better than most 1x Attackers floating around these days (except for the Whale Cards). That said, since Apollo only has a single attack, Shields and Accuracy can be an issue; especially if the enemy has more AGI than you, so watch out.
Apollo's sub skill is incredibly flexible, allowing you to promote a boost on any red card that may need it- and unconditionally, to boot. This is obviously less efficient off skill icon, but the skill boost is equivalent to most S unconditional subs, and the stats from Apollo's higher level base will generally make you come out somewhat even, though prioritizing him over S cards would be a mistake, making him a good fix to any skill types you're missing subs for.
On skill-icon, his choices are pretty fantastic. Including stars such as Noel and Mammon, you can make great use of his high skill level for a massive amount of stats over S cards, making him a good choice over even 25% S cards, in most cases. However, his competition in this regard is pretty high on the SS front, as spear includes the powerful general boost of Meiling, and the conditional 28% of Jade. These boosts are however non-restricted to color, so Apollo still may get use, even if you have them.
Also most notably, 15% is basically the par number for most Enhance and Support cards- only dwarfed by a few subcards, mostly conditional. The slight problem Apollo faces in this front is the slightly crummy base of Enhance and Support for red, basically consisting of Ifrina, Gambler, and Pearl- Not a huge pool, and with some questionable choices.
Pretty much the same as before, only now it adds an extra 5% HP heal on Straight+.
Makes Apollo a better sub for Red Support cards.
Like a few other Awakened Cards, Apollo's Awakening Skill gives him an extra Skill Boost depending on the number of Stab cards in the played hand (including your own).
It grants a 3% Skill Boost for every Stab card played. Ideally, this ranges from 3-15% depending on the number of Stab cards played.
Apollo is one of the most important and complex of the Olympian deities in classical Greek and Roman religion and Greek and Roman mythology.
He has been variously recognized as a god of music, truth and prophecy, healing, the sun and light, plague, poetry, and more.
Apollo is the son of Zeus and Leto, and has a twin sister, the chaste huntress Artemis.