Squire
Revision as of 12:24, 12 July 2024 by Mia Nava (talk | contribs) (Added Hypershard datafield, and collapsible headers for additional shard categories.)
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Information
Sword Beam: The Squire unleashes a piercing beam that deals Magical Damage. | |
Provoke: The Squire Taunts nearby Enemies, drawing their attention. During the taunt, he boosts his hero damage and speed while reducing his damage taken. | |
Seismic Slam: The Squire slams his shield into the ground, dealing crushing physical damage and stunning enemies. | |
Heal Self: The hero channels healing energy, regenerating a portion of their Health each second. The channel is broken if the hero moves or takes damage. |
Cannonball Tower: Fires a massive cannonball that deals Crushing Physical Damage to one enemy. | |
Spike Blockade: Blocks enemies. Attacks, dealing Physical Damage, when stuck by melee enemies. Draws extra attention from enemies. | |
Ballista: Fires a piercing projectile that deals Physical Damage in a line. Deals more damage to each enemy hit after the first. Can attack Flying enemies | |
Training Dummy: When struck by friend or foe, the dummy spins, dealing Physical Damage to nearby enemies. Spins faster with each hit. Draws extra attention from enemies. |
List of Squire-specific Item Shards:
Name | Effect (Gilded value in brackets) | Item | ||
---|---|---|---|---|
GearSlot | Shard Pack | |||
Beam Intensification | Increases the damage of Sword Beam by 3-39% (52%). | |||
Betsy's Beam | Primary attacks fire a piercing sonic projectile that deals 105-150% (162%) Hero Damage as magical damage. | |||
Blood Rage | Increases the damage bonus of Provoke by 4-40% (52%), and damage resistance by 3-15% (19%). | |||
Empowered Beam | After the Sword Beam collides with 5 targets, it spawns an additional Sword Beam that travels in the same direction as the first dealing 125-425% (485%) of your Ability Power stat as damage to each target hit. After colliding with 5 targets it returns to the Squire dealing 125-425% (485%) of your Ability Power stat as damage in an area around Squire. | |||
Enduring Provocation | Provoke lasts an additional 0.5-7.5 (9.5) seconds. | |||
Enduring Slam | Seismic Slam stun duration increased by 0.5-5 (6.2) seconds. | |||
Empowered Slam | Increases the damage of Seismic Slam by 3-39% (52%). | |||
Fight Me Not | Defenses will deal 5-25% (29%) more damage to enemies targeting the Squire. | |||
Harbinger's Powered Block | Blocking reduces the cooldown of Seismic Slam by 0-5 (7) seconds. Happens a max of 3 times a second. | |||
Harbinger's Slam | During Provoke, Seismic Slam damage increased by 130-410% (466%) of your Ability Power stat. | |||
Swift Provocation | Provoke movement speed buff increased by 10-154 (202). | |||
Empowered Bolts | Enemies hit by the Ballista receive an additional 5-20% (26%) damage from all sources for 1-6 (8) seconds. | |||
Heavy Cannonball | Cannonball Tower has a 2-45% (54%) chance to spawn a rolling cannonball that pierces up to 2-10 targets, dealing 1-28% (34%) Defense Damage as physical damage. | |||
Oily Harpoon | Ballista oils targets on hit for 2.16-6.12 (7)seconds. Fire damage Ignites the enemy for 1-15% (18%) of Defense Damage for 3 seconds. | |||
Onsen Bath - (Xbox Only) | 20% chance for Cannonball Tower to fire a steamy blast dealing 20-500% (580%) Defense Power as water damage and drenching enemies for 3s. | - C7+ Revenge of the Yeti incursion | ||
Puncturing Bolts | Ballista can now pierce an additional 1-4 (6) targets. | |||
Power Bolts | Ballista has a 4-40% chance on hit to deal 15-60% (72%) extra magical damage. | |||
Splody Harpoon | Ballista projectiles have a 10-45% (52%) chance to detonate on each target hit dealing 1-41% (49%) of the Defense Damage as extra damage in small area. | |||
Stun Fire | Cannonball Tower has a 11-25% (29%) chance on hit to stun target for 1.6-3 seconds. | |||
Vengeance | 4-40% (48%) of the damage taken by the Spike Blockade is returned in its next attack. |
All Hero Shards
List of non-hero-specific Item Shards:
Name | Effect (gilded value in brackets) | Item | ||
---|---|---|---|---|
GearSlot | Shard Pack | |||
Defensive Critical Damage | Increases the Defense Crit Damage of the affected tower by 4-20% (24%). | |||
Fortification | Increases Defense Health of the affected tower by 2-34% (41%). | |||
Construction | Increases repair and upgrade speed during Combat Phase by 25-75% (95%). | |||
Drenching Strikes | Your primary attacks have a 2-30% (38%) chance on hit to drench enemies for 3-7 seconds. | |||
Retribution | When you take damage, you have a 2-20% chance of dealing 125-425% (485%) of your Armor as damage to your attacker. | |||
Speed Boost | Increases your movement speed by 100-500 (700). | |||
Worm Scarf | Reduces the damage you take from enemies by 3-15% (19%). | |||
Destruction | Increases Defense Power of the affected tower by 2-34% (42%). | |||
Annoyance | Taunts nearby enemies for 1-4 (5) seconds every 8 seconds. | |||
Bulwark | Increases armor by 3-39% (52%). | |||
Critical Strike | Increases your Hero Crit Chance by 3-10% (14%). | |||
Haunting | Primary attacks generate 1 ghost stack. At 10 stacks you unleash ghosts for 3 seconds, each dealing 10-250% (298%) of your Ability Power as damage. The effect has a cooldown of 5 seconds. | |||
Defensive Critical Strike | Increases the Defense Crit Chance of the affected tower by an additional 2-15% (19%). | |||
Panic Fire | When the affected tower takes damage, it has a 5-15% (19%) chance to increase it's Attack Rate by 50% for 1-4 (5) seconds. Does not work with Auras and Traps. | |||
Press Your Luck | When the affected tower takes damage, it has a 5-15% (19%) chance to increase it's Critical Hit Chance by 30% for 1-4 (9) seconds. Does not work with Auras and Traps. | |||
Quake | You have a 10-50% (58%) chance when landing to deal 50-250% (290%) of your Ability Power as earth damage to nearby enemies. | |||
Deadly Strikes | Increases the Defense Range of the affected tower by 3-39% (52%). | |||
Shielding Guard | When the affected tower takes damage, it has a 5-25% (29%) chance to gain a shield for 50-250% (290%) of it's Defense Health for 5 seconds. Does not work with Auras or Traps. | |||
Jackpot | You have a 2-10% (14%) chance when picking up gold to quadruple the amount. | |||
Overwhelm | Your attacks have a 7-15% (19%) chance to stun one enemy for 1-3 seconds. Can only affect one enemy at a time. | |||
Defense Rate | Increases the Attack Rate of the affected tower by 9-33% (41%). | |||
Beacon Of The Storm | Once per second your primary attack spawns a lightning ball that deals 10-50% (58%) of your Hero Damage as storm damage. Bounces up to 3 times. | |||
Electric Retribution | When you take damage, you have a 2-20% chance of dealing 125-425% (485%) of your Armour as storm damage to your attacker. | |||
Explosive Guard | When the affected tower takes damage, it has 3-35% chance to trigger an explosion and deal 140-500% (580%) of its Defense Health as damage to nearby enemies. Does not work with Auras or Traps. This does not destroy the tower. | |||
Vampiric Empowerment | Increases the Defense Power of the affected tower by 4-60% (76%) of its Defense Health. | |||
Anti Air | Deals 4-40% (52%) additional damage to flying enemies. | |||
Burning Strikes | 2-20% chance on hit to burn target for 20-180% (212%) of your Hero Damage stat as magical fire damage each second for 1-5 seconds.. | |||
Health Pylon | Increases the Defense Health of nearby Towers to 102-130% (136%). Does not buff the Tower that equips this shard. | |||
Sharpened Spikes | Blockade has a 2-30% (38%) chance to stun enemies hit for 1-3 seconds. | |||
Brain Of Confusion | When you take damage you have a 3-15% (19%) chance to confuse nearby enemies for 3 seconds. This effect has a 15 second cooldown. | |||
Flaming Retribution | When you take damage, you have a 2-20% chance of dealing 125-425% (485%) of your Armor as fire damage to your attacker. | |||
Power Pylon | Increases the Defense Power of nearby defenses to 102-120% (124%). Does not buff the Tower that equips this Shard. | |||
Life Leech | Your primary attacks heal you for 0.2-1% (1.2%) of your max health. | |||
Mage Gambit | Increases your Ability Power by 10-50% (58%), but increase damage taken from enemies by 60-20% (12%). | |||
Power Gambit | Increases your Hero Damage by 10-50% (58%), but increase damage taken from enemies by 60-20% (12%). | |||
Ravenhost | Your primary attacks generate Raven stacks. Once you reach 10 stacks, the stacks are depleted to fire a magical Raven dealing 10-210% (250%) of your Ability Power as damage. Bounces 5 times. | |||
Water Elemental | The affected tower has has 5-25% (29%) chance on hit to drench enemies for 3 seconds. | |||
Lightning Touch | Your primary attacks have a 30% chance to deal an additional 5-29% (37%) damage as storm damage. | |||
Pumpkinator | Primary attacks Pumpkin enemies. When a pumpkined enemy dies, they explode doing 10-210% ability power as damage. Melee attacks against pumkined enemy increase Crit by 3-33% (39%) for 5 sec. | |||
Radiant Power | Increase the Defense Power of nearby defenses by 5-10% (14%). | |||
Regeneration | Restores 0.25->1.25% (1.65%) of your Max Health every 5s. | |||
Serpent God's Fury | When you crit with a primary attack, reduce the cooldown of all your abilities by 0.1-1 (1.2) seconds. The effect has a cooldown of 1 second. | |||
Sundering Blow | Your primary Attacks reduce enemy's resistances by 5-20% (24%), increasing damage dealt to them. | |||
Taser Suit | When you take damage you have a 1-16% (20%) chance to electrocute enemies in a small area around you, stunning them for 3 seconds. | |||
Wave Of The Storm | You have a 4-40% chance when landing on the ground to deal 10-210% (250%) of your Ability Power as storm damage to nearby enemies. | |||
Auto-Repair System | Restores 0.5-4% (5%) of the affected tower’s Max Health every 5s. Only active during Combat Phase. | |||
Critical Empowerment | Increases your Hero Crit Damage by 5-16% (20%). | |||
Radiant Empowerment | Increases the damage of nearby heroes by 5-10% (14%). | |||
Run and Gun | Your primary attacks have a 10-32% (41%) chance on hit to increase your movement speed by 600 for 3s. | |||
Tamer's Gambit | Pets deal 20-250% (296%) more damage, but Hero Damage and Ability Power are reduced by 70-30% (22%). | |||
Tank Gambit | Take 6-26% (30%) less damage, but deal 45-25% (21%) less damage. | |||
Venomous Strikes | 2-20% chance on hit to poison a target for 20-180% (212%) of your Hero Damage stat as magical poison damage each second for 1-5s.. | |||
All For One | Increases Defense Health, Power, Range, and Attack Rate of the affected tower by 2-34% (42%) if only one is built. | |||
Coup de Grace | Increases your Hero Crit Damage by 10-43.33% (50%), but reduce your Crit Chance by 6%. | |||
Power Transfer | Increases the Defense Critical Chance by 2-30% (38%) and reduces Defense Health by 30%. | |||
Radiant Rate | Increases the Attack Rate of nearby defenses by 4-16% (20%). | |||
Range Pylon | Increases the Defense Range of nearby defenses to 102-120% (124%). Does not buff the Tower that equips this Shard. | |||
Double Time | Reduces build time for Defenses during Combat Phase by 10-50% (58%). | |||
Icy Strikes | Your primary attacks chill enemies for 7 seconds making them move at 90-52% (40%) movement speed. | |||
Long Shot | Increases damage the further you are from your target, up to 5-23.75% (30%) more damage. | |||
Resolute Armor | Limits potential damage taken from any one hit to 95-90% (87.5%) of your maximum Health. | |||
Stand Your Ground | While standing still, Hero Damage and Ability Power are increased by 10-25% (30%), and you take 8-20% (24%) less damage. | |||
Tranquil Haste | Increases your movement speed by 200-600 (800). Not active during Combat Phase. | |||
Weakness Targeting | Increases damage by 2.5-7.5% (10%) for every status effect on the enemy, with a maximum increase of 30%. |
HyperShards
List of All Hyper-Shards Items :
With the introduction of mastery mode, several new hyper shards have been introduced to the game. Shards unlock as you earn stars in mastery mode. Each hyper shard can only be obtained once in Mastery mode.
As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard. Completing all seven regions awards the last hyper shard. This allows you to obtain a second set of all the shards. Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).
Name | Effect | Upgr. levels | Slot | Aquisition | ||
---|---|---|---|---|---|---|
Mastery Stars | C8+ Prime Incursions | |||||
Mass Destruction | Increases the Defense Power of the affected tower by 2-70% . | 34 | 50 Stars | Complete all Regions in either Chaos 8, 9, or 10. | ||
Vicious Strikes | Increases the Defense Range of the affected tower by 175-2275 units. | 12 | 155 Stars | Prime VI | ||
Radiant Critical Power | Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%. | 5 | 260 Stars | Prime IV | ||
Explosive Shielding Guard | When the affected tower takes damage, it has a 3-35% chance to gain a shield for 50-250% of its Defense Health for 5 seconds and to trigger an explosion that deals 140-500% of its Defense Health as damage to nearby enemies. Does not work with Auras and Traps. This does not destroy the tower. Does not stack with Shielding Guard or Explosive Guard. | 20 | 365 Stars | Prime II | ||
Thunderstruck | Your primary attacks have a 2-26% chance on hit to drench enemies for 3-7 seconds and your primary attacks deal an additional 16-40% damage as storm damage. Storm damage has a 3 second cooldown. | 12 | 470 Stars | Prime III | ||
Destructive Pylon | Increases the Defense Power of nearby defenses to 102-138% and increases the Defense Power of the affected tower by 2-34%. Does not stack with Destruction or Power Pylon. | 18 | 575 Stars | Prime I | ||
Automation | Each time your defense attacks, it heals for 0.2-2% of its max health. Cooldown of 0.7 seconds. | 20 | 680 Stars | Prime V | ||
Juggernaut | Increases the Defense Health of the affected tower by 2-70% and increases damage resistance by 2-20%. | 16 | 785 Stars | Prime VII | ||
Genie King's Blessing | Gain 1-3 defense mana upon defeating an enemy, up to 100 enemies per Combat Phase. | 5 | 880 Stars | Complete all Prime Regions in Chaos 9. | ||
Tandem Strike | After damaging an enemy, all Defenses deal 5-25% more damage to that enemy for 5 seconds. | 20 | 975 Stars | Complete all Prime Regions in Chaos 10. |
List of Squire-specific Item Mods:
Name | Effect | Item | ||||||
---|---|---|---|---|---|---|---|---|
Weapon | Shield | Helmet | Chest | Boots | Gloves | Relic | ||
Seismic Launch Chip | +425,785~576,368 Earth damage to Seismic Slam and knocks enemies up. | |||||||
Prickly Shield Chip | +320~450% Thorns damage on Shield Blocking. Thorns increases with Armor. | |||||||
Burning Bolts | +11.99~20% extra Fire damage over 7.05~10 seconds when hit by Ballista and attunes the tower to Fire. |
List of Squire-specific Wayfarer Weapons:
Name | Fixed Mod | Effect |
---|---|---|
Flying Dragon | Betsy Blast | Attacks fire a piercing projectile that deals 68.25~90% Hero Damage as Magical Damage. |
Meowmere - Squire | Master of Cats | Primary attacks fire a piercing Meowmere projectiles dealing 116~145% Ability Power as Magical Damage and bounce off three surfaces. Projectiles fire once per second and explode dealing 116~145% Ability Power as Magical Damage. |
Terrablade - Squire | Terra Wisp | Fire a wisp that deals 66.7~87% Hero Damage as Magical Damage. It pierces up to 9~12 targets and fires once per second. |