Leader auraIncreases allies' HP in all battles by 33%
Overview
Belletar Mage-slayer is a Legendary Void HP champion from the Ogryn Tribes, built as a buffer, healer and reviver. In battle the kit brings skills back off cooldown sooner, heals allies, fills allies' Turn Meters, revives fallen allies and gives allies [Block Debuffs], [Increase ATK], [Increase DEF]. As leader: increases allies' HP in all battles by 33%.
BufferHealerReviverTurn meterProtector
Where Belletar Mage-slayer helps
Worked out from the kit: each area lists what helps there (from our mode guides), and these are the matches in this champion's skills. Not a hand-made rating - gear, speed and the team matter more.
Attacks 1 enemy. Has a 75% chance of decreasing the cooldown of a random skill of the ally with the highest Turn Meter, except this Champion, by 1 turn.
Damage 0.22×HP
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Buff/Debuff Chance +10%
Level 5: Buff/Debuff Chance +15%
A2
Slayer's Roar
Cooldown 4 → 3 with books
Attacks all enemies. Places a 50% [Increase ATK] buff and a 60% [Increase DEF] buff on all allies for 2 turns. Also heals all allies by 20% of this Champion's MAX HP and fills all allies' Turn Meters by 20%.
Damage 0.22×HP
Skill books (3)
Level 2: Damage +5%
Level 3: Damage +10%
Level 4: Cooldown -1
A3
Mercy of the Oasis
Cooldown 6 → 4 with books
Revives all dead allies with 50% HP and 50% Turn Meter, then places a [Shield] buff on all revived allies for 2 turns, equal to 20% of this Champion's MAX HP. Also places a [Block Debuffs] buff on all allies for 2 turns.
Skill books (2)
Level 2: Cooldown -1
Level 3: Cooldown -1
Passive
Critical Juncture [P]
Ascension 3
Has a 75% chance of decreasing all of an ally's skill cooldowns by 1 turn whenever they are revived.
Once per turn, if an ally is killed, reduces the cooldowns of all this Champion's skills by 1 turn.
Skill books (2)
Level 2: Buff/Debuff Chance +10%
Level 3: Buff/Debuff Chance +15%
Skill texts, cooldowns and book upgrades are the game's own. "Damage" is the skill's multiplier
(for example 4×ATK = four times this champion's ATK, before the target's DEF) - see
how damage works.
Suggested build
A starting point worked out from Belletar Mage-slayer's own skills - not a hand-tested build. Each line says why it was picked; your gear and team decide the rest. See what stats each champion needs.
PvE
Stat priority
HP%- Bigger HP pool to soak hits for the team.
DEF%- Every point of DEF cuts the damage taken.
SPD- Protection, taunts and buffs only help if they come in time.
The key pick in each tier of the two trees - hover or tap a mastery for the game's own
text. How masteries work
Defense
T1Tough SkinDEF.
T2BlastproofLess AoE damage taken.
T3ResurgentCan shake off a debuff after a big hit.
T4Delay DeathTakes less damage from the same enemy over time.
T5Selfless DefenderTakes part of an ally's first hit each round.
T6BulwarkTakes 5% of the team's damage for them.
Support
T1SteadfastMAX HP.
T2Lay On HandsStronger heals.
T3Rapid ResponseTurn meter when its buffs expire.
T4Lore of SteelStronger set bonuses.
T5Lasting GiftsIts buffs can last a turn longer.
T6Elixir of Life+3,000 MAX HP.
Blessings
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
Ward of the Fallen- Damage reduction that grows as the fight turns bad - good on a champion that must survive to keep the team's buffs and heals flowing.
Intimidating Presence- A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading.
Hand of Uncreation- Makes enemy debuffs, buff removal, turn-meter steals and cooldown increases land less often on the wearer - protects the champion that holds the team together.
Journal of Necrotos- Boosts every heal and every turn-meter fill the wearer gives its allies, so the more of those a kit has, the more it gets.
Harp of Kasbiel- Support skills that do no damage still refill a little turn meter, so buffers and healers act more often.
The key pick in each tier of the two trees - hover or tap a mastery for the game's own
text. How masteries work
Defense
T1Tough SkinDEF.
T2BlastproofLess AoE damage taken.
T3ResurgentCan shake off a debuff after a big hit.
T4StubbornnessMore RES while debuffed.
T5RetributionCounterattacks after a big hit.
T6Unshakeable+50 RES.
Support
T1SteadfastMAX HP.
T2Lay On HandsStronger heals.
T3Rapid ResponseTurn meter when its buffs expire.
T4Lore of SteelStronger set bonuses.
T5Lasting GiftsIts buffs can last a turn longer.
T6Elixir of Life+3,000 MAX HP.
Blessings
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
Ward of the Fallen- Damage reduction that grows as the fight turns bad - good on a champion that must survive to keep the team's buffs and heals flowing.
Intimidating Presence- A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading.
Hand of Uncreation- Makes enemy debuffs, buff removal, turn-meter steals and cooldown increases land less often on the wearer - protects the champion that holds the team together.
Journal of Necrotos- Boosts every heal and every turn-meter fill the wearer gives its allies, so the more of those a kit has, the more it gets.
Harp of Kasbiel- Support skills that do no damage still refill a little turn meter, so buffers and healers act more often.