The Incarnate is a Legendary Force Defense champion from the High Elves, built as a buffer, healer and crowd control. In battle the kit strips enemy buffs, heals allies, brings skills back off cooldown sooner, places [Provoke] and gives allies [Ally Protection], [Shield], [Strengthen].
BufferHealerCrowd controlProtector
Where The Incarnate 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. 11 skill books to max every skill; each book upgrades a random skill.
A3 Defensive Measures: cooldown 5 → 3
A2 Formation: Phalanx: cooldown 4 → 3
A2 Formation: Phalanx: effect chance 75% → 100%
A1 Attack Intruder: effect chance 45% → 65%
+30% damage / healing in total across the skills
A1
Attack Intruder
Attacks 1 enemy 2 times. Each hit has a 45% chance of placing a [Provoke] debuff for 1 turn.
Has a 30% chance of counterattacking whenever an ally is hit. If the ally is from the High Elves Faction and not this Champion, the chance increases to 100%. Occurs once per hit.
Damage 1.8×DEF
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Buff/Debuff Chance +10%
Level 5: Buff/Debuff Chance +10%
A2
Formation: Phalanx
Cooldown 4 → 3 with books
Attacks all enemies. Has a 75% chance of removing all [Shield] buffs and 2 random buffs from all enemies.
Then, places a [Shield] buff on all allies for 2 turns. The value of the [Shield] is proportional to this Champion's DEF.
Damage 3.6×DEF
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
Defensive Measures
Cooldown 5 → 3 with books
Places a 50% [Ally Protection] buff on all allies except this Champion for 2 turns. Also places a 25% [Strengthen] buff on all allies for 2 turns.
Heals any ally Arbiters by 100% of their MAX HP.
Instantly activates this skill whenever this Champion is revived. This will not set this skill on cooldown.
Skill books (2)
Level 2: Cooldown -1
Level 3: Cooldown -1
Passive
Crisis Response [P]
Cooldown 4
Increases all allies' ACC by 20 for each ally under an [Ally Protection] buff.
When killed, resets the cooldown of the Destiny's Call skill for any ally Arbiters. If there are multiple Champions on the team with this skill, this effect will only activate once.
All ally Arbiters receive 30% less damage.
Passive
Ultimate Purpose [P]
Ascension 3Cooldown 4
Increases all allies' RES by 20 for each ally under an [Ally Protection] buff.
This Champion will also receive 20% of the damage of any ally Arbiters. If there are multiple Champions on the team with this skill, this effect will only activate once.
If any ally Arbiter is about to get killed by a fatal hit, places an [Unkillable] buff on her for 1 turn. If there are multiple Champions on the team with this skill, this effect will only activate once.
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 The Incarnate'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 [Provoke], 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
Chainbreaker- Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
Polymorph- A deterrent against enemy debuffers - best in the Arena and against ordinary enemies, not bosses.
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.
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.
Polymorph- A deterrent against enemy debuffers - best in the Arena and against ordinary enemies, not bosses.
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.
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.