
Shaman still seems quite useful in Faction Wars, even if you’re finding she’s useless everywhere else. Tom Chapman Barros-Wing Novemat 1:17 AM.2 High Khatuns can be useful as speed leads for Tag Team Arena, 2 Maneasters make up part of an unkillable Clan Boss team, etc. Outside of fusions it can be useful to have more than one of a champion so you can gear them for specific tasks - you could use one Kael for Clan Boss and one as campaign farmer. It all depends on which characters you also use in regular gameplay you might not need 2 Skullsworns if you don’t ever use him, you can just sacrifice one for the fusion. For the permanent fusion of Rhazin Scarhide, for example, you need an extra Gnarlhorn (who is otherwise very useful in Faction Wars). You really only need to concern yourself with the permanent ones most fusions you’ll see listed here are past ones and only relevant for historical interest, since so far Plarium has never repeated a fusion. Pir Augat 2:51 - small error: she requires only 10 tomes, not - specific gear recommendations always depend on your team, like, do you have a healer, or somebody who applies Leech? Then you probably don’t need Lifesteal Gear, which otherwise you might consider for boss - There are fusions in the game where you can sacrifice several specific champions to get a better one.Increases Ally DEF in Faction Crypts by 23%.Įquipment Set for Arena, Campaign, Faction WarsĪttack%, Critical Rate, Critical Damage, Speed Places a buff on the target equal to 20% of the target’s HP. Places a 15% buff on all allies for 2 turns. Has a 25% chance of removing 1 random buff from the target.Įxploit Weakness (Cooldown: 4 turns)Īttacks 1 enemy.

Also has a 50% chance of placing a Fear debuff on this Champion for 1 turn.Attacks 1 enemy.

Places a 30% Decrease SPD debuff on this Champion for 1 turn at the start of each turn. Heals all allies except this Champion equal to half of the lost HP. Removes all debuffs from all allies, then places a Revive On Death buff and a Block Debuffs buff on all allies for 2 turns.ĭamages this Champion by 10% of their MAX HP at the start of each turn. Boosts this Champion’s Turn Meter by 20% instead if this Champion has 50% HP or higher.

Heals by 15% of the damage inflicted if this Champion has less than 50% HP.
