Leader auraIncreases allies' RES in all battles by 60
Overview
Helior is a Legendary Force Defense champion from the Banner Lords, built as a buffer and protector. In battle the kit heals itself and gives allies [Shield]. As leader: increases allies' RES in all battles by 60.
BufferProtector
Where Helior 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 once it is a core champion. 11 skill books to max every skill; each book upgrades a random skill.
A3 Harsh Light: cooldown 5 → 3
A2 Solar Blessing: cooldown 4 → 3
+55% damage / healing in total across the skills
A1
Sunshine Halberd
Attacks 1 enemy. Increases this Champion’s DEF by 5% if this attack is critical (Stacks up to 20%).
Will also heal this Champion by 75% of their DEF after attacking if their DEF has already been increased by 20%.
Damage 3.2×DEF
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +10%
A2
Solar Blessing
Cooldown 4 → 3 with books
Attacks all enemies. Places a [Shield] buff on all allies for 2 turns equal to 20% of the damage inflicted.
Damage 3×DEF
Skill books (5)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +10%
Level 5: Damage +10%
Level 6: Cooldown -1
A3
Harsh Light
Cooldown 5 → 3 with books
Transfers all debuffs from all allies to a target enemy, then attacks that enemy with the default skill.
Converts this Champion’s RES into additional ACC when using this skill.
Skill books (2)
Level 2: Cooldown -1
Level 3: Cooldown -1
Passive
Intercessor [P]
Ascension 3
Whenever an ally that has 2 or more debuffs is attacked, this Champion will absorb 30% of the damage inflicted on that ally.
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 Helior'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.
T6Iron Skin+200 DEF, and the skills scale from DEF.
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.