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Blessings

How a champion gets a blessing, the stats each awakening level adds by rarity, and all 30 blessings grouped by divinity.

Grow your account · part 5 of 68 min readChecked 2026-10-15
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In short
  • A blessing is one extra ability a champion can carry once it has been awakened. There are 30 blessings in five divinities of six: Dark, Light, War, Chaos and Harmony.
  • Raising a champion's awakening level (1 to 6) does two things at once: it adds stats and it strengthens the blessing. You do not upgrade the blessing separately.
  • The stats depend on the champion's rarity and are cumulative: level 3 includes levels 1 and 2. At level 6 a Legendary has gained +8,500 HP, +750 ATK, +600 DEF, +38 C.DMG, +75 RES, +75 ACC and +15 SPD.
  • Rare champions can use Rare blessings, Epic champions Rare and Epic, and Legendary champions all of them.
  • Pick a blessing for what the champion does, not for how flashy it looks. A few are narrow: one only works in the Arena, one only against Stone Skin.

How a champion gets a blessing

  1. Awaken the champion. You raise a champion's awakening level (1 to 6) by spending Souls, as described in Champion progression. Guides say it cannot be higher than the champion's ascension, so a champion needs its stars and ascension first.
  2. Choose a blessing. A champion carries one blessing at a time. Guides report the first swap is free and later swaps cost gems, so choose with some care.
  3. Raise the awakening level. Each level adds stats and makes the blessing stronger. The blessing itself needs no extra currency.
Note The swap price, the exact Soul costs and the requirement links between ascension and awakening come from community guides dated between 2022 and 2025 and may have changed. Blessings were rebalanced in patch 6.50 and their stat table was reported again in patch 8.20, so older guides can disagree with the numbers here. Checked 2026-10-15.

Stats from awakening levels

The table is the game's own. Each cell is what that level adds, and the levels stack, so a champion at level 4 has the sum of levels 1 to 4. Everything is flat except C.DMG (percentage points).

LevelRareEpicLegendaryMythical
1HP +2,250HP +4,500HP +7,500HP +10,500
2ATK +450ATK +600ATK +750ATK +900
3DEF +300DEF +450DEF +600DEF +750
4HP +1,000, C.DMG +23HP +1,000, C.DMG +30HP +1,000, C.DMG +38HP +1,000, C.DMG +45
5RES +40, ACC +40RES +60, ACC +60RES +75, ACC +75RES +90, ACC +90
6SPD +7SPD +10SPD +15SPD +20
Total at 6HP +3,250, ATK +450, DEF +300, C.DMG +23, RES/ACC +40, SPD +7HP +5,500, ATK +600, DEF +450, C.DMG +30, RES/ACC +60, SPD +10HP +8,500, ATK +750, DEF +600, C.DMG +38, RES/ACC +75, SPD +15HP +11,500, ATK +900, DEF +750, C.DMG +45, RES/ACC +90, SPD +20

These flat bonuses go into the champion's stat sheet like any other source; see where your champion's stats come from. SPD arrives only at level 6. The game's table also has a Mythical row; community guides say blessings are for Rare, Epic and Legendary champions, so we show the Mythical row as it is in the game data and cannot confirm how Mythicals use it.

Which tier can a champion use

Every blessing has a tier: Rare, Epic or Legendary, two of each in every divinity. The rule reported by guides is simple.

Champion rarityCan carry
RareRare blessings only
EpicRare and Epic blessings
LegendaryAny blessing

The tier of a blessing says nothing about whether it is "better". A Rare blessing can be the best choice for a Legendary champion, and some Legendary-tier ones are narrow.

The 30 blessings

Descriptions are shortened and in our own words; the details shift with the awakening level. Each blessing also appears on the pages of champions it suits, under their suggested build on the champion list.

Dark

Attack-minded and punishing effects: bonus damage, DEF shred, damage reduction when allies fall, and enemy speed control.

BlessingTierWhat it does
Dark ResolveRareRaises the champion's damage for each ally that has died, a bit more at every level.
Phantom TouchRareEach hit has a chance to add a bonus strike that scales with the champion's ATK; only one target per hit gets it, and at the top level it can fire a second time.
CrueltyEpicEvery hit the champion lands shaves a little DEF off the target for the rest of the round, up to a cap (lower on bosses).
Lethal DoseEpicMakes [Poison] debuffs the champion places hurt more in the Arena, and at the top level lets them slip past part of the target's RES. (Arena only.)
Temporal ChainsLegendarySlows each enemy by an amount that grows with how many active buffs they carry; at the top level it also pushes enemy Turn Meters back when one reaches a third buff.
Ward of the FallenLegendaryStarts each round with Bone Armor stacks that blunt incoming hits, and the more allies fall the stronger it gets; at the top level it adds ATK-based bonus damage for each dead ally.

Light

Support, survival and buff-driven damage: crowd-control protection, healing help, damage reduction and stronger leader auras.

BlessingTierWhat it does
Indomitable SpiritRareGives a chance to block Stun, Sleep and Fear debuffs before they land.
Miracle HealRareWhen the champion heals someone it has a chance to give back part of the target's destroyed MAX HP.
Iron WillEpicReduces the damage the champion takes for every debuff on it, though never damage from Poison, HP Burn or Bomb.
HeavencastEpicRaises the champion's damage for every buff active on it.
Intimidating PresenceLegendaryStrengthens the leader aura of the team and weakens the enemy team's aura; only one copy takes effect per team.
Lightning CageLegendaryCollects Lightning Orb stacks (up to three) when enemies gain buffs or have Turn Meter filled; at three stacks the next hit adds damage based on the target's HP.

War

Fight-shaping tools: boss damage, reflected damage, crowd-control cleansing, finishing blows and an answer to revives.

BlessingTierWhat it does
Hero's SoulRareAdds damage against bosses and their minions, more for each enemy still alive. (PvE only.)
Faultless DefenseRareWhen an enemy attacks an ally holding an [Increase DEF] buff that this champion placed, part of the damage is reflected back.
Commanding PresenceEpicStrengthens the leader aura of the team; only one copy takes effect per team and Intimidating Presence overrides it.
ChainbreakerEpicAt the start of its turn the champion has a chance to shake off crowd control debuffs; at higher levels it also fills Turn Meter when hit while afflicted.
Life HarvestLegendaryWhen an enemy is revived, destroys part of its MAX HP; at higher levels it also fills the champion's Turn Meter for each revived enemy.
Soul ReapLegendaryWhen a hit leaves an enemy under an HP threshold, a Reaper strikes for the target's remaining HP, ignoring DEF; at the top level it can place [True Fear] if the target survives.

Chaos

Reactive and offensive effects: heals from shields, speed from debuffs, DEF-ignoring hits, burn and meteor damage.

BlessingTierWhat it does
Emergency HealRareHeals the champion when a [Shield] on it expires, is removed or is broken.
Survival InstinctRareFills the champion's own Turn Meter when a debuff is placed on it, spread to it or transferred to it (once per enemy turn).
Crushing RendEpicSome of the champion's hits each round ignore part of the target's DEF, scaled to the target's level; at the top level every hit does.
IncinerateEpicMakes [HP Burn] debuffs the champion places hurt more in the Arena, and at the top level the burn also destroys MAX HP. (Arena only.)
PolymorphLegendaryGives a chance to turn an enemy into a Sheep when that enemy debuffs the champion or removes or steals its buffs; Sheep skip their skills for a while. Does not work on bosses.
BrimstoneLegendaryEach hit can place a Smite debuff; when a Smite-marked enemy uses an active skill a meteor hits for damage based on its MAX HP. Only one Smite per team at a time.

Harmony

Effects built around debuffs and healing over time; several are very specific to one enemy or one situation.

BlessingTierWhat it does
Nature's BountyRareGives debuffs the champion places a chance to become a stronger version of themselves.
NourishRareStrengthens [Continuous Heal] the champion places and gives back part of the target's destroyed MAX HP.
NeutralizeEpicLets the champion's glancing hits place debuffs when they glance off a [Poison Cloud] target; designed for Hydra. (PvE only.)
Nature's WrathEpicRaises the champion's damage for each debuff its skills have successfully placed in the fight, up to a cap.
Cracking RootsLegendaryAdds damage against enemies protected by [Stone Skin], breaking through it faster.
Harmonic ImpulseLegendaryWhen the champion loses a turn to Fear or True Fear it gains Turn Meter and gets part of its skill cooldown back.

How to choose

  • Damage dealers look at Phantom Touch, Cruelty, Heavencast, Brimstone, Crushing Rend and Nature's Wrath. Cruelty and Crushing Rend work best on champions with many hits.
  • Debuffers and control look at Temporal Chains for team-wide speed control, or Nature's Bounty if they place many debuffs.
  • Tanks and healers look at Ward of the Fallen, Iron Will, Chainbreaker, Indomitable Spirit or Survival Instinct, depending on what makes the champion fail: damage or crowd control.
  • Leaders are the only champions that gain from the aura boosters (Intimidating and Commanding Presence); on anyone else they do nothing.
Careful Some blessings are one-trick. Lethal Dose and Incinerate work only in the Arena, Hero's Soul and Neutralize only in PvE, Cracking Roots only against Stone Skin and Faultless Defense only with the champion's own Increase DEF. Read the description before you spend Souls to raise the level, because swapping later costs gems.
Tip Level 6 awakening is the big step: it is where the blessing is strongest and where you get the SPD. Put your first 6th level on a champion you will keep for a long time, not on a stopgap.