Owein Winterflame is a Legendary Spirit Defense champion from the Sylvan Watchers, built as a buffer, healer and protector. In battle the kit strips enemy buffs, heals allies and gives allies [Increase DEF], [Reflect Damage], [Shield].
BufferHealerProtector
Where Owein Winterflame 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 Emberwatch's Boon: cooldown 5 → 3
A3 Ever-Burning: cooldown 5 → 3
A1 Latesummer's Ward: effect chance 50% → 75%
+60% damage / healing in total across the skills
A1
Latesummer's Ward
Attacks all enemies 2 times.
Each hit has a 50% chance of removing any [Shield] and [Magma Shield] buffs, and 1 other random buff from each enemy. This effect cannot be resisted if this Champion is under a [Shield] or [Magma Shield] buff.
Damage 1.3×DEF
Skill books (4)
Level 2: Damage +10%
Level 3: Damage +10%
Level 4: Buff/Debuff Chance +10%
Level 5: Buff/Debuff Chance +15%
A2
Emberwatch's Boon
Cooldown 5 → 3 with books
Equalizes the HP levels of all allies. The HP levels of all allies will be brought up to the level of the ally with the highest HP.
Heals all allies. The value of the heal is proportional to this Champion's DEF.
Also places a 30% [Reflect Damage] buff on all allies for 2 turns. Allies with full HP will receive a protected [Reflect Damage] for 2 turns.
Skill books (3)
Level 2: Heal +20%
Level 3: Cooldown -1
Level 4: Cooldown -1
A3
Ever-Burning
Cooldown 5 → 3 with books
[Active Effect]
Places a 60% [Increase DEF] buff and a [Shield] buff on all allies for 2 turns. The value of the [Shield] is proportional to this Champion's DEF.
[Passive Effect]
Whenever a [Shield] buff on an ally expires, or is removed by damage or any other effect, places a [Magma Shield] buff on that ally for 1 turn. The value of the [Magma Shield] is proportional to this Champion's DEF. Occurs once per 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 books (3)
Level 2: Shield +20%
Level 3: Cooldown -1
Level 4: Cooldown -1
Passive
Winter's Flame [P]
Ascension 3
Decreases the damage this Champion receives by 25%. Will decrease the damage this Champion receives by 50% instead if this Champion is under a [Shield] or [Magma Shield] buff. The amount of damage decreased in this way will be reflected back to all enemies.
Whenever this Champion or an ally kills an enemy with damage from [Reflect Damage] buffs, passive Reflect Damage effects or a [Magma Shield] buff, places an [Unkillable] buff on them for 1 turn. Occurs once per ally, per 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 Owein Winterflame'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.
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
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
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.
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.
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.
Tempus Morbidia- Enemy turn-meter reduction and steals work less well on the wearer - useful where a slow support is easy prey.
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
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
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.
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.
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.
Tempus Morbidia- Enemy turn-meter reduction and steals work less well on the wearer - useful where a slow support is easy prey.