Leader auraIncreases allies' HP in all battles by 30%
Overview
Emic Trunkheart is a Legendary Void HP champion from the Sylvan Watchers, built as a buffer and protector. In battle the kit brings skills back off cooldown sooner, lengthens enemy cooldowns and gives allies [Shield], [Unkillable]. As leader: increases allies' HP in all battles by 30%.
BufferProtector
Where Emic Trunkheart 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.
Worth books early. 11 skill books to max every skill; each book upgrades a random skill.
A3 Trunkheart's Sanctuary: cooldown 6 → 4
A2 Vinequake: cooldown 4 → 3
Passive Entanglement [P]: effect chance 50% → 75%
+40% damage / healing in total across the skills
A1
Earthroot Tendril
Attacks 1 enemy.
Increases the value of all [Shield] buffs on this Champion by 25%. Also increases the value of any [Shield] buffs on the ally with the lowest HP by 25%.
The increased value of the [Shield] buffs cannot exceed 10,000 HP.
Damage 0.24×HP
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +5%
A2
Vinequake
Cooldown 4 → 3 with books
Attacks all enemies.
Places a [Shield] buff on all allies equal to 30% of this Champion's MAX HP for 2 turns.
Decreases the cooldown of all ally skills, except this Champion’s, by 1 turn.
Damage 0.27×HP
Skill books (3)
Level 2: Damage +10%
Level 3: Damage +10%
Level 4: Cooldown -1
A3
Trunkheart's Sanctuary
Cooldown 6 → 4 with books
Places an [Unkillable] buff on all allies for 2 turns.
Also places a [Taunt] buff and a [Shield] buff on this Champion for 2 turns. The value of the [Shield] is equal to 30% of this Champion’s MAX HP.
Skill books (2)
Level 2: Cooldown -1
Level 3: Cooldown -1
Passive
Entanglement [P]
Ascension 3
When attacked while under a [Shield] buff, has a 50% chance of increasing the cooldown of a random skill on the attacker by 2 turns. Occurs once per attack.
Whenever an ally’s HP drops below 20%, increases the damage dealt by that ally by 20%.
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 Emic Trunkheart'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
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.
Iron Will- Helps durable champions that often carry debuffs - against boss debuffs and in the Arena.
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.
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.
Diadem of Undeath- Raises the wearer's DEF for each ally it has under its own [Ally Protection], which rewards a champion that shields others.
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
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.
Iron Will- Helps durable champions that often carry debuffs - against boss debuffs and in the Arena.
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.
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.
Diadem of Undeath- Raises the wearer's DEF for each ally it has under its own [Ally Protection], which rewards a champion that shields others.