Overview Signy of Highshield is an Epic Magic HP champion from the Banner Lords, built as a buffer and cleanser. In battle the kit heals itself, removes debuffs from allies, strips enemy buffs, places [Decrease RES] and gives allies [Increase RES], [Reflect Damage].
Buffer Cleanser
Where Signy of Highshield 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.
Skills
8/10 Book value Worth books early. 12 skill books to max every skill; each book upgrades a random skill.
A3 Just Cause: cooldown 6 → 4 A2 Highshield's Defiance: cooldown 4 → 3 A1 Platebreaker: effect chance 25% → 50% A2 Highshield's Defiance: effect chance 75% → 100% +30% damage / healing in total across the skills
A1
Platebreaker Attacks 1 enemy 2 times.
Each hit has a 25% chance of placing a 50%
[Decrease RES] debuff for 2 turns.
Each hit also heals this Champion by 20% of the damage inflicted.
Skill books (5) Level 2: Damage +5% Level 3: Damage +5% Level 4: Buff/Debuff Chance +5% Level 5: Buff/Debuff Chance +10% Level 6: Buff/Debuff Chance +10% A2
Highshield's Defiance Cooldown 4 → 3 with books Attacks all enemies. Before attacking, has a 75% chance of removing 1 random debuff from all allies. After the attack, has a 75% chance of removing a random buff from all enemies.
Skill books (5) Level 2: Damage +10% Level 3: Damage +10% Level 4: Buff/Debuff Chance +10% Level 5: Buff/Debuff Chance +15% Level 6: Cooldown -1 A3
Just Cause Cooldown 6 → 4 with books Skill books (2) Level 2: Cooldown -1 Level 3: Cooldown -1 Passive
Hero of the People [P] Ascension 3 When this Champion is under a
[Reflect Damage] buff and an enemy attempts to place a debuff, has a 20% chance to reflect the debuff back onto the attacker.
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 Signy of Highshield'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: dungeons, bosses, campaign Arena
Stat priority SPD - A support's value is how often it acts. HP% - The damage scales from HP - and it keeps the champion alive. RES - Shrugs off enemy debuffs. ACC - Optional - only the A1 places [Decrease RES], so other stats come first.
Gear set combinations Maximum SPD - a support's value is how often it acts.
Gives: SPD +36%
Fast, with HP and a heal every turn.
Gives: SPD +24%, HP +15%, Immortal effect
Sustain in long boss fights.
Gives: SPD +12%, Lifesteal 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 T1 Steadfast MAX HP. T2 Shieldbearer Stronger [Shield] buffs. T3 Rapid Response Turn meter when its buffs expire. T4 Lore of Steel Stronger set bonuses (Speed...). T5 Lasting Gifts Its buffs can last a turn longer. T6 Timely Intervention Turn meter when an ally drops low. Defense T1 Defiant RES. T2 Blastproof Less AoE damage taken. T3 Resurgent Can shake off a debuff after a big hit. T4 Delay Death Takes less damage from the same enemy over time. T5 Cycle of Revenge Turn meter when allies are crit. T6 Unshakeable +50 RES.
Blessings Intimidating Presence - A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading. Commanding Presence - The simpler aura booster for a leader; useless unless the champion is leading the team. Faultless Defense - Only works with [Increase DEF] cast by the champion itself, so it is for DEF-buffing protectors. How blessings work
Relics 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. 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. How relics work
Stat priority SPD - A support's value is how often it acts - and acting first in the Arena. HP% - The damage scales from HP - and it keeps the champion alive. RES - Resists enemy crowd control. ACC - Optional - only the A1 places [Decrease RES], so other stats come first.
Gear set combinations Maximum SPD - a support's value is how often it acts.
Gives: SPD +36%
Fast, with HP and a heal every turn.
Gives: SPD +24%, HP +15%, Immortal effect
SPD and a [Shield] to survive the opening.
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 T1 Steadfast MAX HP. T2 Shieldbearer Stronger [Shield] buffs. T3 Rapid Response Turn meter when its buffs expire. T4 Lore of Steel Stronger set bonuses (Speed...). T5 Lasting Gifts Its buffs can last a turn longer. T6 Timely Intervention Turn meter when an ally drops low. Defense T1 Defiant RES. T2 Improved Parry Less damage from crits. T3 Wisdom of Battle Can block debuffs after crowd control ends. T4 Delay Death Takes less damage from the same enemy over time. T5 Cycle of Revenge Turn meter when allies are crit. T6 Unshakeable +50 RES.
Blessings Intimidating Presence - A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading. Commanding Presence - The simpler aura booster for a leader; useless unless the champion is leading the team. Faultless Defense - Only works with [Increase DEF] cast by the champion itself, so it is for DEF-buffing protectors. How blessings work
Relics 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. 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. How relics work