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Void

Maneater

Leader auraIncreases allies' HP in Dungeons by 33%

Overview

Maneater is an Epic Void HP champion from the Ogryn Tribes, built as a damage dealer, buffer and crowd control. In battle the kit pushes enemies' Turn Meters back, places [Decrease ATK] and gives allies [Block Debuffs], [Unkillable]. Its damage scales from ATK. As leader: increases allies' HP in Dungeons by 33%.

Damage dealerBufferCrowd control

Where Maneater 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

6/10

Book value

Worth books once it is a core champion. 11 skill books to max every skill; each book upgrades a random skill.

  • A3 Ancient Blood: cooldown 7 → 5
  • A2 Syphon: cooldown 4 → 3
  • +40% damage / healing in total across the skills
A1

Pummel

Attacks 1 enemy. Places a 50% [Decrease ATK] debuff on all enemies if this attack is critical.
Damage 5.5×ATK
Skill books (4)
  1. Level 2: Damage +5%
  2. Level 3: Damage +5%
  3. Level 4: Damage +5%
  4. Level 5: Damage +5%
A2

Syphon

Ascension 3Cooldown 4 → 3 with books
Attacks 1 enemy. Fully depletes the target's Turn Meter. Fills this Champion's Turn Meter equal to the amount the target loses.
Damage 8.2×ATK
Skill books (5)
  1. Level 2: Damage +5%
  2. Level 3: Damage +5%
  3. Level 4: Damage +5%
  4. Level 5: Damage +5%
  5. Level 6: Cooldown -1
A3

Ancient Blood

Cooldown 7 → 5 with books
This Champion receives damage, then places an [Unkillable] buff and a [Block Debuffs] buff on all allies for 2 turns. Damage received is equal to 5% MAX HP for each alive ally.
Scales from HP
Skill books (2)
  1. Level 2: Cooldown -1
  2. Level 3: Cooldown -1

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 Maneater'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 - More turns means more hits.
  2. C.RATE - Up to 100%: every crit multiplies the hit.
  3. C.DMG - How much a crit adds - stack it once C.RATE is near 100%.
  4. ATK% - The skills' damage scales from ATK.
  5. ACC - Optional - only the A1 places [Decrease ATK], so other stats come first.

Gear set combinations

  • Ignores DEF on every hit, plus ATK - the all-round damage build.
    Gives: ATK +15%, Savage effect, Cruel 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: ATK +15%, Lifesteal effect, Cruel effect
  • Three 2-piece sets when your 4-piece pieces are weak.
    Gives: ATK +15%, C.RATE +12%, SPD +12%, Cruel effect

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsC.RATEC.RATE first; C.DMG once you reach 100%
ChestplateATK%Damage scales from ATK
BootsSPDAlways - turns win fights
RingATKFlat ATK
AmuletC.DMGThe crit multiplier
BannerATKFlat ATK

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

  1. T1Deadly PrecisionC.RATE for a damage dealer.
  2. T2Keen StrikeC.DMG.
  3. T3Single OutFinishes off low-HP targets.
  4. T4Cycle of ViolenceBrings the big cooldown skills back sooner.
  5. T5MethodicalThe A1 hits harder every use.
  6. T6WarmasterBonus damage from the target's MAX HP on most hits.

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. T6Unshakeable+50 RES against crowd control.

Blessings

  • Lightning Cage - Rewards teams that fight buffed enemies and gives any attacker a steady source of extra damage.
  • Heavencast - Strong on attackers that keep many buffs on themselves; weak for a champion that rarely carries buffs.
  • 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

  • Chronocube - Once per battle it can give two turns in a row (then skips the next one) - best on a champion whose double turn sets up the team, such as an opening buff or a big hit.
  • Torch of Thralldom - Raises the wearer's stats for each ally of the same faction - strong on teams built around a single faction.
  • Hammer of Ending - A hard hit can add a guaranteed 1-turn [Stun]; works on ordinary enemies, not on bosses that cannot be stunned.

How relics work

Arena

Stat priority

  1. SPD - More turns means more hits and opening first in the Arena.
  2. C.RATE - Up to 100%: every crit multiplies the hit.
  3. C.DMG - How much a crit adds - stack it once C.RATE is near 100%.
  4. ATK% - The skills' damage scales from ATK.
  5. ACC - Optional - only the A1 places [Decrease ATK], so other stats come first.

Gear set combinations

  • Ignores DEF on every hit, plus ATK - the all-round damage build.
    Gives: ATK +15%, Savage effect, Cruel 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: ATK +15%, C.RATE +12%, SPD +12%, Cruel effect

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsC.RATEC.RATE first; C.DMG once you reach 100%
ChestplateATK%Damage scales from ATK
BootsSPDAlways - turns win fights
RingATKFlat ATK
AmuletC.DMGThe crit multiplier
BannerATKFlat ATK

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

  1. T1Deadly PrecisionC.RATE for a damage dealer.
  2. T2Keen StrikeC.DMG.
  3. T3Ruthless AmbushBigger first hit on each enemy.
  4. T4Bring It DownMore damage to targets with more MAX HP than this champion.
  5. T5Kill StreakSnowballs Arena kills.
  6. T6Flawless ExecutionMore C.DMG for one-shot Arena openers.

Defense

  1. T1DefiantRES.
  2. T2Improved ParryLess damage from crits.
  3. T3ResurgentCan shake off a debuff after a big hit.
  4. T4Delay DeathTakes less damage from the same enemy over time.
  5. T5RetributionCounterattacks after a big hit.
  6. T6Unshakeable+50 RES against crowd control.

Blessings

  • Lightning Cage - Rewards teams that fight buffed enemies and gives any attacker a steady source of extra damage.
  • Heavencast - Strong on attackers that keep many buffs on themselves; weak for a champion that rarely carries buffs.
  • 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

  • Chronocube - Once per battle it can give two turns in a row (then skips the next one) - best on a champion whose double turn sets up the team, such as an opening buff or a big hit.
  • Torch of Thralldom - Raises the wearer's stats for each ally of the same faction - strong on teams built around a single faction.
  • Hammer of Ending - A hard hit can add a guaranteed 1-turn [Stun]; works on ordinary enemies, not on bosses that cannot be stunned.

How relics work

Champions with a similar kit

Share the most buffs, debuffs and abilities with Maneater.

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