Leader auraIncreases allies' DEF in Faction Wars by 21%
Overview
Mycolus is a Rare Void Support champion from the Ogryn Tribes, built as a buffer, healer and protector. In battle the kit heals itself, heals allies and gives allies [Ally Protection]. As leader: increases allies' DEF in Faction Wars by 21%.
BufferHealerProtector
Where Mycolus 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.
Low priority - books mostly add damage. 9 skill books to max every skill; each book upgrades a random skill.
A2 Fungal Privilege: cooldown 4 → 3
+40% damage / healing in total across the skills
A1
Vigor Spores
Attacks 1 enemy. Heals this Champion by 30% of the damage inflicted.
Also heals the ally with the lowest HP by 10% of their MAX HP. This heal will not affect this Champion.
Damage 4.2×ATK
Skill books (5)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +5%
Level 6: Damage +5%
A2
Fungal Privilege
Cooldown 4 → 3 with books
Places a [Shield] buff on this Champion for 2 turns equal to 20% of their MAX HP, then places a 25% [Ally Protection] buff on all allies except this Champion for 2 turns.
Will also heal all allies except this Champion by 10% of their MAX HP.
Skill books (4)
Level 2: Heal +5%
Level 3: Heal +5%
Level 4: Heal +5%
Level 5: Cooldown -1
Passive
Absorbtion Roots [P]
Ascension 3
Decreases the damage all allies receive by 5%. This Champion will receive that damage instead.
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 Mycolus'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.
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
T1SteadfastMAX HP.
T2Lay On HandsStronger heals.
T3Healing SaviorStronger heals on allies in danger.
T4Lore of SteelStronger set bonuses (Speed...).
T5Lasting GiftsIts buffs can last a turn longer.
T6Timely InterventionTurn meter when an ally drops low.
Defense
T1DefiantRES.
T2BlastproofLess AoE damage taken.
T3ResurgentCan shake off a debuff after a big hit.
T4Delay DeathTakes less damage from the same enemy over time.
T5Cycle of RevengeTurn meter when allies are crit.
T6Unshakeable+50 RES.
Blessings
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
Faultless Defense- Only works with [Increase DEF] cast by the champion itself, so it is for DEF-buffing protectors.
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.
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.
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.
Gives: SPD +24%, HP +15%, Divine Speed effect, Immortal effect
Main stats
Weapon
ATK
Fixed
Helmet
HP
Fixed
Shield
DEF
Fixed
Gauntlets
HP%
Survivability and the HP-based skills
Chestplate
HP%
Survivability
Boots
SPD
Always - turns win fights
Ring
HP
Flat HP
Amulet
HP
Flat HP
Banner
RES
Resists enemy 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
T1SteadfastMAX HP.
T2Lay On HandsStronger heals.
T3Healing SaviorStronger heals on allies in danger.
T4Lore of SteelStronger set bonuses (Speed...).
T5Lasting GiftsIts buffs can last a turn longer.
T6Timely InterventionTurn meter when an ally drops low.
Defense
T1DefiantRES.
T2Improved ParryLess damage from crits.
T3Wisdom of BattleCan block debuffs after crowd control ends.
T4Delay DeathTakes less damage from the same enemy over time.
T5Cycle of RevengeTurn meter when allies are crit.
T6Unshakeable+50 RES.
Blessings
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
Faultless Defense- Only works with [Increase DEF] cast by the champion itself, so it is for DEF-buffing protectors.
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.
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.
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.