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Spirit

The Scarecrow

Leader auraIncreases allies' ACC in all battles by 60

Overview

The Scarecrow is a Legendary Spirit Support champion from the Undead Hordes, built as a buffer, reviver and cleanser. In battle the kit brings skills back off cooldown sooner, revives fallen allies, fills allies' Turn Meters, removes debuffs from allies, places [Decrease ACC], [Decrease RES] and gives allies [Block Damage], [Fortify], [Increase ACC]. As leader: increases allies' ACC in all battles by 60.

BufferReviverCleanserTurn meter

Where The Scarecrow 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

10/10

Book value

Worth books early. 9 skill books to max every skill; each book upgrades a random skill.

  • A2 Smart Thinking: cooldown 5 → 3
  • A3 All Stitched Up: cooldown 6 → 4
  • Passive True Brains [P]: cooldown 4 → 3
  • A1 Crow Hunter: effect chance 50% → 75%
  • +10% damage / healing in total across the skills
A1

Crow Hunter

Attacks 1 enemy 2 times.

The first hit has a 50% chance of placing a 50% [Decrease RES] debuff for 2 turns. The second hit has a 50% chance of placing a 50% [Decrease ACC] debuff for 2 turns. These debuffs cannot be resisted if any ally, including this Champion, has been killed at least once during the battle.
Damage 2.85×ATK
Skill books (4)
  1. Level 2: Damage +5%
  2. Level 3: Damage +5%
  3. Level 4: Buff/Debuff Chance +10%
  4. Level 5: Buff/Debuff Chance +15%
A2

Smart Thinking

Cooldown 5 → 3 with books
Decreases the cooldowns of all ally skills, except this Champion’s, by 1 turn.

Places a 50% [Increase RES] buff and a 50% [Increase ACC] buff on all allies for 2 turns.
Skill books (2)
  1. Level 2: Cooldown -1
  2. Level 3: Cooldown -1
A3

All Stitched Up

Cooldown 6 → 4 with books
Revives an ally with 50% HP and 50% Turn Meter, and places a [Block Damage] buff on that ally for 2 turns.

Also places a 25% [Fortify] buff on all allies for 2 turns.
Skill books (2)
  1. Level 2: Cooldown -1
  2. Level 3: Cooldown -1
Passive

True Brains [P]

Ascension 3Cooldown 4 → 3 with books
[Active Effect]

Whenever this Champion is killed, revives them with 50% HP and 50% Turn Meter. Then removes all debuffs from all allies.

[Passive Effect]

This Champion becomes immune to [Fear], [True Fear], [Provoke], and [Petrification] debuffs if any ally, including this Champion, has been killed at least once during the battle.
Skill books (1)
  1. Level 2: 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 The Scarecrow'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

  1. SPD - A support's value is how often it acts.
  2. HP% - To stay alive - a dead support helps no one.
  3. RES - Shrugs off enemy debuffs.
  4. ACC - Optional - only the A1 places [Decrease ACC], [Decrease RES], so other stats come first.

Gear set combinations

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsHP%Survivability
ChestplateHP%Survivability
BootsSPDAlways - turns win fights
RingHPFlat HP
AmuletHPFlat HP
BannerRESResists 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

  1. T1SteadfastMAX HP.
  2. T2ShieldbearerStronger [Shield] buffs.
  3. T3Rapid ResponseTurn meter when its buffs expire.
  4. T4Lore of SteelStronger set bonuses (Speed...).
  5. T5Lasting GiftsIts buffs can last a turn longer.
  6. T6Timely InterventionTurn meter when an ally drops low.

Defense

  1. T1DefiantRES.
  2. T2BlastproofLess AoE damage taken.
  3. T3ResurgentCan shake off a debuff after a big hit.
  4. T4Delay DeathTakes less damage from the same enemy over time.
  5. T5Cycle of RevengeTurn meter when allies are crit.
  6. T6Unshakeable+50 RES.

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.
  • 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.

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

Arena

Stat priority

  1. SPD - A support's value is how often it acts - and acting first in the Arena.
  2. RES - Resists enemy crowd control.
  3. HP% - To stay alive.
  4. ACC - Optional - only the A1 places [Decrease ACC], [Decrease RES], so other stats come first.

Gear set combinations

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsHP%Survivability
ChestplateHP%Survivability
BootsSPDAlways - turns win fights
RingHPFlat HP
AmuletHPFlat HP
BannerRESResists 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

  1. T1SteadfastMAX HP.
  2. T2ShieldbearerStronger [Shield] buffs.
  3. T3Rapid ResponseTurn meter when its buffs expire.
  4. T4Lore of SteelStronger set bonuses (Speed...).
  5. T5Lasting GiftsIts buffs can last a turn longer.
  6. T6Timely InterventionTurn meter when an ally drops low.

Defense

  1. T1DefiantRES.
  2. T2Improved ParryLess damage from crits.
  3. T3Wisdom of BattleCan block debuffs after crowd control ends.
  4. T4Delay DeathTakes less damage from the same enemy over time.
  5. T5Cycle of RevengeTurn meter when allies are crit.
  6. T6Unshakeable+50 RES.

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.
  • 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.

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

Champions with a similar kit

Share the most buffs, debuffs and abilities with The Scarecrow.

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