Leader auraIncreases allies' SPD in all battles by 19%
Overview
Packmaster Shy'ek is a Legendary Force HP champion from the Orcs, built as a debuffer, turn meter and protector. In battle the kit calls allies into a team attack, heals itself, fills allies' Turn Meters and places [Decrease DEF], [Block Buffs], [Hex]. As leader: increases allies' SPD in all battles by 19%.
DebufferTurn meterProtector
Where Packmaster Shy'ek 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. 9 skill books to max every skill; each book upgrades a random skill.
A2 Pack Alpha: cooldown 5 → 3
A3 Blood Howl: cooldown 4 → 3
A1 Kill Command: effect chance 50% → 70%
A3 Blood Howl: effect chance 80% → 100%
+20% damage / healing in total across the skills
A1
Kill Command
Attacks 1 enemy. Has a 50% chance of placing a 60% [Decrease DEF] debuff for 2 turns.
Then, teams up with any ally Terrorbeasts, Goremasks, Hound Spawns, Hellfangs, Fellhounds, Stitched Beasts, and Kro'khad the Throatrippers to attack. The allies joining the attack will use their default skills.
Damage 0.2×HP
Skill books (4)
Level 2: Damage +10%
Level 3: Buff/Debuff Chance +10%
Level 4: Damage +10%
Level 5: Buff/Debuff Chance +10%
A2
Pack Alpha
Cooldown 5 → 3 with books
Removes all debuffs from this Champion and heals them by 50% of their MAX HP.
Then, places a [Shield] buff on this Champion for 2 turns. The value of the [Shield] is equal to any surplus heal. The [Shield] buff cannot be removed, stolen, or transferred if at least one Terrorbeast, Goremask, Hound Spawn, Hellfang, Fellhound, Stitched Beast, or Kro'khad the Throatripper is on the same team.
Finally, places a [Taunt] buff and a 30% [Reflect Damage] buff on this Champion for 2 turns. These buffs cannot be removed, stolen, or transferred if at least one Terrorbeast, Goremask, Hound Spawn, Hellfang, Fellhound, Stitched Beast, or Kro'khad the Throatripper is on the same team.
Skill books (2)
Level 2: Cooldown -1
Level 3: Cooldown -1
A3
Blood Howl
Cooldown 4 → 3 with books
Fills the Turn Meters of all allies by 25%.
Also has an 80% chance of placing a [Block Buffs] debuff on all enemies for 2 turns. This debuff cannot be resisted if at least one Terrorbeast, Goremask, Hound Spawn, Hellfang, Fellhound, Stitched Beast, or Kro'khad the Throatripper is on the same team.
Skill books (3)
Level 2: Buff/Debuff Chance +10%
Level 3: Buff/Debuff Chance +10%
Level 4: Cooldown -1
Passive
We Hunt As One [P]
Ascension 3
When attacked, places a [Hex] debuff on the attacker for 1 turn. Ally attacks on targets under a [Hex] debuff placed by this Champion deal 20% more damage.
When this Champion is attacked, all ally Terrorbeasts, Goremasks, Hound Spawns, Hellfangs, Fellhounds, Stitched Beasts, and Kro'khad the Throatrippers will counterattack.
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 Packmaster Shy'ek'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- To land [Decrease DEF], [Block Buffs], [Hex].
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.
T6BulwarkTakes 5% of the team's damage for them.
Support
T1SteadfastMAX HP.
T2Charged FocusACC for its debuffs.
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
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.
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.
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.
The Towerhelm- A damage-reducing Fortify buff every round, plus better odds against DEF-ignoring hits when low on health.
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.
T2Charged FocusACC for its debuffs.
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
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.
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.
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.
The Towerhelm- A damage-reducing Fortify buff every round, plus better odds against DEF-ignoring hits when low on health.