Leader auraIncreases allies' HP in Faction Wars by 21%
Overview
Pain Keeper is a Rare Void HP champion from the Dark Elves, built as a healer and protector. In battle the kit heals allies and brings skills back off cooldown sooner. As leader: increases allies' HP in Faction Wars by 21%.
HealerProtector
Where Pain Keeper 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. 15 skill books to max every skill; each book upgrades a random skill.
A3 Combat Tactics: cooldown 7 → 4
A2 Spectacular Sweep: cooldown 5 → 4
+90% damage / healing in total across the skills
A1
Unflagging Advance
Attacks 1 enemy 2 times. Fills this Champion's Turn Meter by 10%.
Scales from ATK, DEF
Skill books (5)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +10%
Level 6: Damage +10%
A2
Spectacular Sweep
Ascension 3Cooldown 5 → 4 with books
Attacks all enemies, then heals all allies by 15% of this Champion's MAX HP.
Damage 0.12×HP + 2×ATK
Skill books (7)
Level 2: Heal +5%
Level 3: Heal +5%
Level 4: Damage +5%
Level 5: Heal +10%
Level 6: Heal +15%
Level 7: Damage +15%
Level 8: Cooldown -1
A3
Combat Tactics
Cooldown 7 → 4 with books
Decreases the cooldowns of all ally skills by 1 turn. This skill can have its cooldown reduced by other skills that reduce cooldowns by 1 turn.
Skill books (3)
Level 2: Cooldown -1
Level 3: Cooldown -1
Level 4: 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 Pain Keeper'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.
T6BulwarkTakes 5% of the team's damage for them.
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.
Iron Will- Helps durable champions that often carry debuffs - against boss debuffs and in the Arena.
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.
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.
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.
Iron Will- Helps durable champions that often carry debuffs - against boss debuffs and in the Arena.
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.
The Towerhelm- A damage-reducing Fortify buff every round, plus better odds against DEF-ignoring hits when low on health.