Leader auraIncreases allies' HP in the Doom Tower by 35%
Overview
Lonatharil is a Legendary Force HP champion from the High Elves, built as a buffer and protector. In battle the kit destroys enemy MAX HP, calls allies into a team attack and gives allies [Increase C.DMG], [Shield]. As leader: increases allies' HP in the Doom Tower by 35%.
BufferProtector
Where Lonatharil 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. 10 skill books to max every skill; each book upgrades a random skill.
A2 Flicker Barrier: cooldown 5 → 3
A3 Finest Hour: cooldown 6 → 4
+40% damage / healing in total across the skills
A1
Gallantry
Attacks 1 enemy. Destroys the target’s MAX HP by 30% of the damage inflicted. Places a [Shield] buff equal to 10% of this Champion’s MAX HP for 2 turns on the ally with the lowest HP.
Damage 0.23×HP
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +5%
A2
Flicker Barrier
Cooldown 5 → 3 with books
Attacks all enemies. Places a [Shield] buff on all allies for 3 turns equal to 20% of this Champion's MAX HP.
If there are any dead allies, places a [Shield] buff on all allies for 3 turns equal to 30% of this Champion’s MAX HP instead. This buff cannot be removed, stolen, transferred, spread, or have its duration increased or decreased by enemies or allies.
Damage 0.25×HP
Skill books (4)
Level 2: Damage +10%
Level 3: Damage +10%
Level 4: Cooldown -1
Level 5: Cooldown -1
A3
Finest Hour
Cooldown 6 → 4 with books
Places a 30% [Increase C. DMG] buff on all allies for 2 turns, then teams up with all allies to attack a single enemy.
Skill books (2)
Level 2: Cooldown -1
Level 3: Cooldown -1
Passive
Piercer [P]
Ascension 3
Inflicts 20% more damage against targets under [Shield] buffs.
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 Lonatharil'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.