Leader auraIncreases allies' HP in Dungeons by 40%
Overview
Claidna is a Legendary Void HP champion from the Sylvan Watchers, built as a debuffer, buffer and healer. In battle the kit heals allies, removes debuffs from allies, places [Decrease SPD], [Leech], [Sleep] and gives allies [Block Debuffs], [Revive on Death]. As leader: increases allies' HP in Dungeons by 40%.
DebufferBufferHealerReviverCleanserCrowd control
Where Claidna 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.
Has a 30% chance of completely blocking the incoming damage of the first hit of an attack on a random ally. Occurs once per turn.
Skill books (2)
Level 2: Buff/Debuff Chance +15%
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 Claidna'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.
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.
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.
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.