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Force

Mad Hatter

Leader auraIncreases allies' ACC in all battles by 60

Overview

Mad Hatter is a Legendary Force Support champion from the Knights Revenant, built as a debuffer, healer and crowd control. In battle the kit steals enemy buffs, calls allies into a team attack, fills allies' Turn Meters, heals allies and places [Weaken], [Hex], [True Fear]. As leader: increases allies' ACC in all battles by 60.

DebufferHealerCrowd controlTurn meter

Where Mad Hatter 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

10/10

Book value

Worth books early. 11 skill books to max every skill; each book upgrades a random skill.

  • A2 Mixture Most Foul: cooldown 5 → 3
  • A3 A Whiff of Madness: cooldown 5 → 3
  • A1 Dastardly Distillation: effect chance 25% → 50%
  • A2 Mixture Most Foul: effect chance 75% → 100%
  • +35% damage / healing in total across the skills
A1

Dastardly Distillation

Attacks 1 enemy 2 times.

Each hit has a 25% chance of stealing 1 random buff. Each hit also has a 75% chance of applying a [Debuff Spread] effect, taking 1 random debuff from the target and placing it on all enemies under a [Hex] debuff.
Damage 0.1×HP
Skill books (4)
  1. Level 2: Damage +10%
  2. Level 3: Buff/Debuff Chance +10%
  3. Level 4: Damage +10%
  4. Level 5: Buff/Debuff Chance +15%
A2

Mixture Most Foul

Cooldown 5 → 3 with books
Attacks all enemies.

Has a 75% chance of placing a [Hex] debuff and a 25% [Weaken] debuff on all enemies for 2 turns.

The ally with the highest C. DMG will team up and join the attack. The ally joining the attack will use their default skill. The damage dealt by the ally joining the attack will increase by 10% per each debuff on the target.
Damage 0.2×HP
Skill books (5)
  1. Level 2: Damage +15%
  2. Level 3: Buff/Debuff Chance +10%
  3. Level 4: Cooldown -1
  4. Level 5: Buff/Debuff Chance +15%
  5. Level 6: Cooldown -1
A3

A Whiff of Madness

Cooldown 5 → 3 with books
Increases the duration of all buffs on all allies by 1 turn, and decreases the duration of all debuffs on all allies by 1 turn.

Also fills the Turn Meters of all allies by 20%.
Skill books (2)
  1. Level 2: Cooldown -1
  2. Level 3: Cooldown -1
Passive

Time For Tea! [P]

Ascension 3
Every 10 turns taken by allies, heals all allies by 20% of their MAX HP. Every 6 turns taken by enemies, places a [True Fear] debuff on all enemies for 1 turn.

If there are multiple Champions on the team with this skill, only one will activate. This skill will not activate on duplicate copies of this Champion, if this particular Champion is dead.

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 Mad Hatter'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

  1. SPD - A support's value is how often it acts.
  2. ACC - To land [Weaken], [Hex], [True Fear].
  3. HP% - The damage scales from HP - and it keeps the champion alive.
  4. RES - Shrugs off enemy debuffs.

Gear set combinations

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsHP%Survivability and the HP-based skills
ChestplateACCTo land the kit's debuffs
BootsSPDAlways - turns win fights
RingHPFlat HP
AmuletHPFlat HP
BannerACCTo 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

Support

  1. T1Pinpoint AccuracyACC for its debuffs.
  2. T2Lay On HandsStronger heals.
  3. T3Healing SaviorStronger heals on allies in danger.
  4. T4Lore of SteelStronger set bonuses (Speed...).
  5. T5Master HexerIts debuffs can last a turn longer.
  6. T6Timely InterventionTurn meter when an ally drops low.

Defense

  1. T1DefiantRES.
  2. T2BlastproofLess AoE damage taken.
  3. T3ResurgentCan shake off a debuff after a big hit.
  4. T4Delay DeathTakes less damage from the same enemy over time.
  5. T5Cycle of RevengeTurn meter when allies are crit.
  6. T6Fearsome PresenceBetter odds for its crowd control.

Blessings

  • Temporal Chains - Speed control for the whole team: slower enemies act less often, which is why it is a staple for support and control champions.
  • 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.

How blessings work

Relics

  • 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.
  • Tempus Sanguinis - Makes the wearer's turn-meter reduction effects stronger, for champions that spend their turns pushing enemies back.

How relics work

Arena

Stat priority

  1. SPD - A support's value is how often it acts - and acting first in the Arena.
  2. ACC - To land [Weaken], [Hex], [True Fear].
  3. HP% - The damage scales from HP - and it keeps the champion alive.
  4. RES - Resists enemy crowd control.

Gear set combinations

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsHP%Survivability and the HP-based skills
ChestplateACCTo land the kit's debuffs
BootsSPDAlways - turns win fights
RingHPFlat HP
AmuletHPFlat HP
BannerACCTo 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

Support

  1. T1Pinpoint AccuracyACC for its debuffs.
  2. T2Lay On HandsStronger heals.
  3. T3Healing SaviorStronger heals on allies in danger.
  4. T4Lore of SteelStronger set bonuses (Speed...).
  5. T5Master HexerIts debuffs can last a turn longer.
  6. T6Timely InterventionTurn meter when an ally drops low.

Defense

  1. T1DefiantRES.
  2. T2Improved ParryLess damage from crits.
  3. T3Wisdom of BattleCan block debuffs after crowd control ends.
  4. T4Harvest DespairIts crowd control can also place [Leech].
  5. T5Cycle of RevengeTurn meter when allies are crit.
  6. T6Unshakeable+50 RES.

Blessings

  • Temporal Chains - Speed control for the whole team: slower enemies act less often, which is why it is a staple for support and control champions.
  • 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.

How blessings work

Relics

  • 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.
  • Tempus Sanguinis - Makes the wearer's turn-meter reduction effects stronger, for champions that spend their turns pushing enemies back.

How relics work

Champions with a similar kit

Share the most buffs, debuffs and abilities with Mad Hatter.

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