Leader auraIncreases allies' RES in Faction Wars by 45
Overview
Captain Temila is an Epic Magic HP champion from the Dark Elves, built as a buffer, healer and protector. In battle the kit keeps the team healing over time, heals allies and gives allies [Ally Protection], [Increase DEF]. As leader: increases allies' RES in Faction Wars by 45.
BufferHealerProtector
Where Captain Temila 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.
Low priority - books mostly add damage. 10 skill books to max every skill; each book upgrades a random skill.
A2 Stay In The Fight: cooldown 4 → 3
A3 Exalted Guardian: cooldown 5 → 4
+40% damage / healing in total across the skills
A1
Bond of Duty
Attacks 1 enemy. Has a 50% chance of placing a 15% [Continuous Heal] buff on this Champion for 1 turn if the hit is critical.
Damage 4.9×ATK
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +5%
A2
Stay In The Fight
Ascension 3Cooldown 4 → 3 with books
Places a 60% [Increase DEF] buff on all allies for 2 turns. Heals all allies by 15% of this Champion's MAX HP.
Skill books (5)
Level 2: Heal +5%
Level 3: Heal +5%
Level 4: Heal +5%
Level 5: Heal +5%
Level 6: Cooldown -1
A3
Exalted Guardian
Cooldown 5 → 4 with books
Places a 50% [Ally Protection] buff on all allies except this Champion for 2 turns.
Skill books (1)
Level 2: Cooldown -1
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 Captain Temila'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.
Volcardiac Heart- Puts a protective buff on the whole team as the fight opens, which helps most when the first rounds are the dangerous ones.
Tempus Morbidia- Enemy turn-meter reduction and steals work less well on the wearer - useful where a slow support is easy prey.
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.
Volcardiac Heart- Puts a protective buff on the whole team as the fight opens, which helps most when the first rounds are the dangerous ones.
Tempus Morbidia- Enemy turn-meter reduction and steals work less well on the wearer - useful where a slow support is easy prey.