Leader auraIncreases allies' RES in all battles by 60
Overview
Nekhret the Great is a Legendary Void Defense champion from the Undead Hordes, built as a buffer and protector. In battle the kit calls allies into a team attack, can take extra turns, places [Decrease ATK] and gives allies [Ally Protection], [Block Debuffs], [Shield]. As leader: increases allies' RES in all battles by 60.
BufferProtector
Where Nekhret the Great 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 once it is a core champion. 6 skill books to max every skill; each book upgrades a random skill.
A2 Legion of the Damned: cooldown 5 → 4
A3 Disturbing Infusion: cooldown 4 → 3
A1 Tomb Glaive: effect chance 20% → 30%
+15% damage / healing in total across the skills
A1
Tomb Glaive
Ascension 3
Attacks 1 enemy 3 times. Each hit has a 20% chance of placing a 50% [Decrease ATK] debuff for 1 turn. This effect cannot be resisted.
Damage 1.3×DEF
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +10%
Level 4: Buff/Debuff Chance +5%
Level 5: Buff/Debuff Chance +5%
A2
Legion of the Damned
Cooldown 5 → 4 with books
Teams up with allies to attack 1 enemy. All allies under [Ally Protection] buffs placed by this Champion will join the attack. Allies joining the attack will use their default skills.
Grants an Extra Turn if no enemies are killed during this attack.
Whenever an ally is attacked while under an [Ally Protection] buff placed by this Champion, places a [Shield] buff on the ally equal to 30% of this Champion's MAX HP for 2 turns. Occurs only if the ally does not already have a [Shield] buff placed by this Champion.
Also decreases the cooldown of this Champion's Legion of the Damned skill by 2 turns if the [Shield] buff is placed.
Passive
Arise My Minions [P]
Places a [Block Debuffs] buff and a 25% [Strengthen] buff for 3 turns on the ally with the lowest MAX HP at the start of each Round. Also places a 50% [Ally Protection] buff on them for 6 turns.
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 Nekhret the Great'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.
RES- Shrugs off enemy debuffs.
ACC- Optional - only the A1 places [Decrease ATK], so other stats come first.
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.
T6Iron Skin+200 DEF, and the skills scale from DEF.
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.