Overview Kantra the Cyclone is a Legendary Force Defense champion from the Barbarians, built as a damage dealer, debuffer and crowd control. In battle the kit steals enemy buffs, heals itself and places [Weaken], [Decrease ATK], [Decrease SPD], [Block Buffs]. Its damage scales from DEF. As leader: increases allies' ACC in all battles by 60.
Damage dealer Debuffer Crowd control
Where Kantra the Cyclone 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.
Skills
4/10 Book value Low priority - books mostly add damage. 10 skill books to max every skill; each book upgrades a random skill.
A2 Chaos Tempest: cooldown 4 → 3 A2 Chaos Tempest: effect chance 50% → 75% A1 Bane Hatchet: effect chance 40% → 60% +25% damage / healing in total across the skills
A1
Bane Hatchet Attacks 1 enemy 2 times. Each hit has a 40% chance of stealing 1 random buff from the target.
Skill books (4) Level 2: Damage +5% Level 3: Damage +5% Level 4: Buff/Debuff Chance +10% Level 5: Buff/Debuff Chance +10% A2
Chaos Tempest Cooldown 4 → 3 with books Skill books (6) Level 2: Damage +5% Level 3: Damage +10% Level 4: Buff/Debuff Chance +5% Level 5: Buff/Debuff Chance +10% Level 6: Buff/Debuff Chance +10% Level 7: Cooldown -1 Passive
No Escape [P] Ascension 3 Decreases each enemy's ACC by 10 for each debuff they are under. This Champion will receive 4% less damage for each debuff on the attacker. Heals this Champion by 1,250 HP each time a debuff expires on an enemy. Has a 75% chance of placing a Provoke debuff for 1 turn on enemies under 5 or more debuffs at the start of this Champion's turn. This Champion can place debuffs on weak hits .
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 Kantra the Cyclone'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: dungeons, bosses, campaign Arena
Stat priority SPD - More turns means more hits. ACC - To land [Weaken], [Decrease ATK], [Decrease SPD] - a resisted debuff does nothing. C.RATE - Up to 100%: every crit multiplies the hit. C.DMG - How much a crit adds - stack it once C.RATE is near 100%. DEF% - The skills' damage scales from DEF.
Gear set combinations Ignores DEF on every hit, plus DEF - the all-round damage build.
Gives: DEF +15%, Savage effect
C.RATE and DEF ignore in one set, with SPD to act more often.
Gives: C.RATE +10%, SPD +12%, Lethal effect
Heals from its own damage - survives long boss fights.
Gives: DEF +15%, Lifesteal effect
Three 2-piece sets when your 4-piece pieces are weak.
Gives: DEF +15%, C.RATE +12%, SPD +12%
Keeps the damage and adds ACC for the kit's debuffs.
Gives: ACC +40, SPD +5%, Savage effect
Main stats Weapon ATK Fixed Helmet HP Fixed Shield DEF Fixed Gauntlets C.RATE C.RATE first; C.DMG once you reach 100% Chestplate DEF% Damage scales from DEF Boots SPD Always - turns win fights Ring DEF Flat DEF Amulet C.DMG The crit multiplier Banner ACC To land the kit's debuffs
Masteries The key pick in each tier of the two trees - hover or tap a mastery for the game's own
text. How masteries work
Offense T1 Deadly Precision C.RATE for a damage dealer. T2 Keen Strike C.DMG. T3 Single Out Finishes off low-HP targets. T4 Cycle of Violence Brings the big cooldown skills back sooner. T5 Methodical The A1 hits harder every use. T6 Warmaster Bonus damage from the target's MAX HP on most hits. Support T1 Pinpoint Accuracy ACC for the kit's debuffs. T2 Charged Focus More ACC when no skill is on cooldown. T3 Arcane Celerity Turn meter when its debuffs expire. T4 Lore of Steel Stronger set bonuses (Speed, Accuracy...). T5 Master Hexer Its debuffs can last a turn longer. T6 Eagle-Eye +50 ACC.
Blessings Lightning Cage - Rewards teams that fight buffed enemies and gives any attacker a steady source of extra damage. Brimstone - Damage that scales from the target's MAX HP and punishes enemies for using skills; guaranteed at the top level. Phantom Touch - Extra damage on every attack suits anyone whose job is to hit, and it needs no particular debuff or buff to work. How blessings work
Relics Diabolical Dice - Can lengthen an enemy skill's cooldown before a single-target attack, and hits harder while enemy skills are cooling down. Irethi Coronet - Damage climbs with each debuff the wearer places, up to a cap - made for champions that apply several debuffs per turn. Tempus Sanguinis - Makes the wearer's turn-meter reduction effects stronger, for champions that spend their turns pushing enemies back. How relics work
Stat priority SPD - More turns means more hits and opening first in the Arena. C.RATE - Up to 100%: every crit multiplies the hit. C.DMG - How much a crit adds - stack it once C.RATE is near 100%. DEF% - The skills' damage scales from DEF. ACC - To land [Weaken], [Decrease ATK], [Decrease SPD] on Arena defenders, who usually have high RES.
Gear set combinations Ignores DEF on every hit, plus DEF - the all-round damage build.
Gives: DEF +15%, Savage effect
C.RATE and DEF ignore in one set, with SPD to act more often.
Gives: C.RATE +10%, SPD +12%, Lethal effect
Three 2-piece sets when your 4-piece pieces are weak.
Gives: DEF +15%, C.RATE +12%, SPD +12%
Keeps the damage and adds ACC for the kit's debuffs.
Gives: ACC +40, SPD +5%, Savage effect
Main stats Weapon ATK Fixed Helmet HP Fixed Shield DEF Fixed Gauntlets C.RATE C.RATE first; C.DMG once you reach 100% Chestplate DEF% Damage scales from DEF Boots SPD Always - turns win fights Ring DEF Flat DEF Amulet C.DMG The crit multiplier Banner ACC To land the kit's debuffs
Masteries The key pick in each tier of the two trees - hover or tap a mastery for the game's own
text. How masteries work
Offense T1 Deadly Precision C.RATE for a damage dealer. T2 Keen Strike C.DMG. T3 Ruthless Ambush Bigger first hit on each enemy. T4 Bring It Down More damage to targets with more MAX HP than this champion. T5 Kill Streak Snowballs Arena kills. T6 Flawless Execution More C.DMG for one-shot Arena openers. Support T1 Pinpoint Accuracy ACC for the kit's debuffs. T2 Charged Focus More ACC when no skill is on cooldown. T3 Arcane Celerity Turn meter when its debuffs expire. T4 Lore of Steel Stronger set bonuses (Speed, Accuracy...). T5 Master Hexer Its debuffs can last a turn longer. T6 Eagle-Eye +50 ACC.
Blessings Lightning Cage - Rewards teams that fight buffed enemies and gives any attacker a steady source of extra damage. Brimstone - Damage that scales from the target's MAX HP and punishes enemies for using skills; guaranteed at the top level. Phantom Touch - Extra damage on every attack suits anyone whose job is to hit, and it needs no particular debuff or buff to work. How blessings work
Relics Diabolical Dice - Can lengthen an enemy skill's cooldown before a single-target attack, and hits harder while enemy skills are cooling down. Irethi Coronet - Damage climbs with each debuff the wearer places, up to a cap - made for champions that apply several debuffs per turn. Tempus Sanguinis - Makes the wearer's turn-meter reduction effects stronger, for champions that spend their turns pushing enemies back. How relics work