Dragon Traveler Divine Characters – Dupes & Fodder System

God Awakening is the final evolution stage for fully maxed characters in Dragon Traveler, and it is where many heroes truly transform from strong units into game-defining powerhouses. This system does not simply add raw stats. Each Divine Awakening unlocks exclusive skill enhancements that fundamentally change how a character performs in real combat, opening up new team synergies, faster clears, stronger survivability, and in some cases completely new damage patterns.

Because Divine Awakening requires heavy investment and long-term shard planning, every choice you make here has permanent impact on your account’s progression. A well-chosen Divine hero can carry entire teams through story chapters, dungeon ceilings, boss events, and PvP brackets, while a poorly chosen one can consume weeks of resources for only minor returns.

Dragon Traveler Divine Characters – Dupes & Fodder System

TANKS

  • Athena – Counter Spiral
    +30% cast speed, and normal attacks have a 40% chance to trigger Counter Spiral
  • Anubis (Dog Head) – Quicksand Shield
    Additionally targets 1 allied unit with the lowest HP
  • Valkyrie – Imprisoning Shackles
    Restores 3.5% max HP for each unit inside the shield formation when the skill ends
  • Black Tank – Iron Blood Frenzy
    50% chance to apply 1 stack of Commander’s Intimidation when dealing damage
  • Dragon Princess – Red Scale Frenzy Armor
    When affected by “Next Ultimate Cost Increase”, restores 5% max HP
  • Treant – Vines
    Heals allies in a large circular area for 20% of their lost HP
  • Slime – Slime Guard
    Target’s next ultimate costs +1 energy
  • Stone – Rocket Headbutt
    Grants Physical Defense Up
  • Oberon – Force of Nature
    Area increased from large to extra-large circle

PRIESTS

  • Cupid – Celestial Sound
    Grants a shield equal to 25% max HP to Frenzy targets for 6 seconds
  • Lamp Spirit – Wish Fulfillment
    When healing to full HP, grants a 15% max HP shield for 5 seconds
  • Fairy Queen – Prayer
    Applies Excitement to all Frenzy targets (once per target every 30 seconds)
  • Orpheus – Divine Protection
    Grants Morale to allies in a large circular area
  • Archmage – Mana Surge
    Additionally targets 1 allied unit with the lowest HP
  • Iron Stomach – Priest’s Blessing
    Adds 1 extra lowest-HP allied target
  • Centaur – Pegasus Guard
    During cast, self and target gain 15% damage reduction

ASSASSINS

  • Hades – Judgement Verdict
    All clones inherit an additional 30% Attack
  • Panda – Taiji Long Fist
    Damage ramps up, each hit increases damage further
  • White Tiger – Spinning Kick
    Consumes 10% current HP to gain increased damage
  • Little Dream – Devour Body
    On kill, immediately casts Devour Body on the lowest-HP enemy
  • Death Knight – Annihilation Strike
    Damage bonus per non-elite summon increased from 25% to 35%
  • White Cat – Rage Combo
    Immediately gains Attack Speed Up after casting
  • Gladiator Ghost
    Best value at 33 shards
  • Light Knight – Gale Strike
    Each hit has a 20% chance to apply Shock
  • Avenger – Crippling Strike
    Deals 30% more damage to enemies above 60% HP

WARRIORS

  • Valkyrie – Ring of Ash
    Gains 8% ultimate damage per second (max 10 stacks, cleared after skill)
  • Six Arms – Absolute Focus
    30% chance to not consume Awakening
  • Arthur – Contract Sword
    Ultimate ignores 20% of target’s defense
  • Siegfried – Flame Ground Slash
    Auto-casts, reduces physical defense, triggers every 15 seconds
  • Demon Sword – Frenzy Shadow
    Trigger chance increased from 70% to 100%
  • Bull – Wild Whirlwind
    Area increased from medium to large
  • Beowulf – Doom Hammer
    Converts 20% of damage dealt into HP
  • Guna – Shieldbreaker Blade
    Deals 150% of target’s current shield as physical damage (max 600% ATK)

ARCHERS

  • Flame Demon
    Applies 1 stack of Flame Mark to all enemies at battle start
  • Crow – Bounce
    Deals 25% more damage to enemies above 60% HP
  • Ice Archer – Full Focus
    Each hit deals extra 30% ATK as physical damage
  • Light Archer – Radiant Blessing
    Gains Attack Speed Up
  • Jing – Sword Shadow Chase
    Every 10 Crit converts to 1.5% Crit Damage
  • Van Helsing
    Enemies take 10% more damage per extra ultimate cost above yours
  • Snake Lady – Mystic Serpent
    Steals 10% attack speed for 6 seconds

MAGES

  • Poseidon – Elemental Supreme
    Each Elemental Reaction increases ultimate damage by 5% (max 50%)
  • Angel – Light’s Grace
    Grants self Attack Up
  • Demigod – Hell Hand
    Deals magic damage equal to 30% of target’s lost HP
  • Faust – Hairpin Dart
    Grants a shield equal to 120% ATK to self and Kururu
  • Fire Mage – Mana Blessing
    Increases Damage Up
  • Egypt – Waterfall Sand
    Randomly dispels 1 enemy buff when dealing damage
  • Dark Element – Shadow Cut
    Applies Healing Block for 8 seconds to the central target

Dupes & Fodder System Explained

Once we start pushing heroes beyond their base form, we all run into the same question: how many copies do we actually need, and how much fodder will this hero eat before reaching Divine tier. This table breaks down exactly what you and I are signing up for when we decide to fully awaken a character.

At the start, a hero begins as a 5★ unit that we pull directly from banners. From there, every single star tier requires either more main copies, fodder units, or both. The deeper we go, the faster the costs ramp up, and this is where planning becomes critical.

To take a single hero all the way to Legendary (Diamond), you will eventually need:

  • 18 total copies of that same hero
  • 40 full 6★ fodder units

This means that when we commit to a Divine project, we are not just investing shards. We are committing weeks of farming, shop resets, and event rewards into one single character. Because of this, choosing the right Divine target saves us massive resources long-term.

Mythic Ticket & Shard Calculations

If you and I rely on Mythic banners, here is what the numbers really look like behind the scenes.

  • Every 1 pull gives 1 shard
  • 150 pulls = 150 shards
  • On average, we gain around 600 Bellflowers every 60 pulls
  • Those Bellflowers convert into 12 extra shard conversions
  • Hard pity triggers at 41 pulls, guaranteeing a Mythic drop

So in practice, our shard income does not come only from raw pulls. It also comes from Bellflower conversions, which quietly push our progress forward even when luck is not on our side.

This is why spreading shards across too many heroes slows your account dramatically. When we focus our pulls and Bellflower conversions on one Divine project at a time, our upgrades feel faster, cleaner, and much more rewarding.