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Blessings

S

Phantom Touch
Cruelty
Crushing Rend
Brimstone

A

Miracle Heal
Heavencast
Intimidating Presence
Temporal Chains
Ward of the Fallen
Hero's Soul
Soul Reap

B

Faultless Defense
Commanding Presence
Emergency Heal
Survival Instinct

C

Lightning Cage
Life Harvest

D

Indomitable Spirit
Iron Will
Dark Resolve
Lethal Dose
Chainbreaker
Incinerate
Polymorph

F

Indomitable Spirit

Rare

Light

Indomitable Spirit

Has a 5% chance of blocking any [Stun], [Sleep], [Fear], [True Fear], [Freeze], and [Provoke] debuffs whenever an enemy tries to place them on this Champions. (1 Turn Cooldown).

Awakening level

- 5% chance of blocking debuffs. HP +2250 (+5250 to Legendary Champions)

- ATK +450 (+300 to Legendary Champions)

- 10% chance of blocking debuffs. DEF +300 (+300 to Legendary Champions)

- HP +1000 & C.DMG +23% (+15% to Legendary Champions)

- 15% chance of blocking debuffs. RES +40 (+35 to Legendary Champions) & ACC +40 (+35 to Legendary Champions)

- 30% chance of blocking debuffs. & SPD +7 (+8 to Legendary Champions)

Who should use this blessing?

We believe that the low chance even at 6 star paired with the power of other rare and above blessings makes this a poor choice for your champion. You are far better using Artifacts (such as Stoneskin) to protect your champion.
Miracle Heal

Rare

Light

Miracle Heal

Has a 50% chance of restoring a portion of any destroyed MAX HP whenever this champion heals themselves or an ally. The amount of HP restored is equal to 10% percentage of the heal.

Awakening level

- 50% chance to restore destroyed MAX HP when healing. Restores destroyed MAX HP equal to 10% of the heal. HP +2250 (+5250 to Legendary Champions)

- ATK +450 (+300 to Legendary Champions)

- 75% chance to restore destroyed MAX HP when healing. Restores destroyed MAX HP equal to 15% of the heal. DEF +300 (+300 to Legendary Champions)

- HP +1000 & C.DMG +23% (+15% to Legendary Champions)

- 100% chance to restore destroyed MAX HP when healing. Restores destroyed MAX HP equal to 20% of the heal. RES +40 (+35 to Legendary Champions) & ACC +40 (+35 to Legendary Champions)

- 100% chance to restore destroyed MAX HP when healing. Restores destroyed MAX HP equal to 30% of the heal. SPD +7 (+8 to Legendary Champions)

Who should use this blessing?

At 5 Star, Miracle Heal becomes a powerful tool in Sand Devil (On Godseeker Aniri) but it only restores based on a healing that restores HP. Therefore, healing MAX does not activate Miracle Heal. This reduces its value in Sand Devil. A niche blessing that is useful in certain Sintranos stages but absolutely not worth utilising in Arena.
Iron Will

Epic

Light

Iron Will

Decreases the damage this Champion receives according o the number of debuffs on them. Does not decrease the damage from [Poison], [HP Burn] and [Bomb] debuffs.

Awakening level

- Decreases the damage received by 0.5%. HP +4500 (+3000 to Legendary Champions)

- ATK +600 (+150 to Legendary Champions)

- Decreases the damage received by 1%. DEF +450 (+150 to Legendary Champions)

- HP +1000 & C.DMG +30% (+8% to Legendary Champions)

- Decreases the damage received by 1.5%. RES +60 (+15 to Legendary Champions) & ACC +60 (+15 to Legendary Champions)

- Decreases the damage received by 2%. SPD +10 (+5 to Legendary Champions)

Who should use this blessing?

Reducing damage is always valuable but you wont experience a good return of this blessing until you reach 5 or 6 star and then requires you to receive debuffs which are not ideal. It could be useful if you plan to sustain large amounts of debuffs but generally you will get more value from damage or turn meter orientated blessings.
Heavencast

Epic

Light

Heavencast

Increases the damage inflicted by this Champion according to the number of buffs on them. Doesn’t increase the damage from [Poison], [HP Burn], and [Bomb] debuffs.

Awakening level

- 0.5% per buff (Max 5%). HP +4500 (+3000 to Legendary Champions)

- ATK +600 (+150 to Legendary Champions)

- 1% per buff (Max 10%). DEF +450 (+150 to Legendary Champions)

- HP +1000 & C.DMG +30% (+8% to Legendary Champions)

- 1.5% per buff (Max 15%). RES +60 (+15 to Legendary Champions) & ACC +60 (+15 to Legendary Champions)

- 2% per buff (Max 20%). SPD +10 (+5 to Legendary Champions)

Who should use this blessing?

There are better damage blessings (particularly Crushing Rend) but in a scenario where you can stack buffs and your champion cannot take advantage of blessings such as Phantom Touch then Heavencast is your best option. This is particularly good in an Arena high buff setting if you are not using a legendary blessing.
Intimidating Presence

Legendary

Light

Intimidating Presence

Strengthens your team's Aura and weakens the enemy team's Aura. If multiple Champions on the same team have Intimidating Presence, only one will work. If Champions on the same team have both the Intimidating Presence and Commanding Presence Blessings, only 1 Intimidating Presence will work.

Awakening level

- Strengthens your team's Aura by 2.5%. Weakens the enemy team's Aura by 5%. HP +7500

- ATK +750

- Strengthens your team's Aura by 7.5%. Weakens the enemy team's Aura by 10%. DEF +600

- HP +1000 & C.DMG +38%

- Strengthens your team's Aura by 15%. Weakens the enemy team's Aura by 20%. RES +75 & ACC +75

- Strengthens your team's Aura by 35%. Weakens the enemy team's Aura by 20%. SPD +15

Who should use this blessing?

Intimidating Presence blessing is an aura used to amplify your team's aura effect while reducing the enemy's team aura effect simultaneously! It's the successor of Commanding Presence with better effects. It's highly recommended for this blessing be applied to a Supporter hero who is mostly used in many team setups. Recommended champions for this blessing are Arbiter, Lady Kimi, Nekhret the Great, Ursuga Warcaller.
Lightning Cage

Legendary

Light

Lightning Cage

Whenever an enemy receives a buff or has their Turn Meter filled, place one [Lightning Orb] stack on this Champion. When activated, a [Lightning Orb] stack randomly protects one other active buff from being removed, stolen, or transferred. After activation, the Lightning Orb stack disappears. A Champion can have a maximum of 3 [Lightning Orb] stacks at one time. Whenever a Champion with 3 [Lightning Orb] stacks hits enemy targets, inflicts Bonus Damage to them based on their MAX HP. Bonus Damage can occur on each hit of a Skill, but does not count as an extra hit. After the Bonus Damage is applied, all active [Lightning Orb] stacks are removed from this Champion.

Awakening level

- Gains 1 [Lightning Orb] stack whenever an enemy receives a buff. [Lightning Orb] stacks have a 50% chance to protect a random buff from being stolen, removed, or transferred. Bonus Damage inflicted by each [Lightning Orb] stack is equivalent to 2% of an enemy Champion's MAX HP or 1% of a Boss' MAX HP. HP +7500

- ATK +750

- Gains 1 [Lightning Orb] stack whenever an enemy receives a buff or has their Turn Meter filled. DEF +600

- HP +1000 & C.DMG +38%

- [Lightning Orb] stacks have a 75% chance to protect a random buff from being stolen, removed, or transferred. RES +75 & ACC +75

- Bonus Damage inflicted by each [Lightning Orb] stack is equivalent to 5% of an enemy Champion's MAX HP or 2.5% of a Boss' MAX HP. SPD +15

Who should use this blessing?

Lightning Cage blessing is a useful buff to protect your attacker heroes against an enemy debuffer heroes, especially in Arena. In addition, it helps your Attacker hero to deal additional damage with fully stacked Lightning Orbs too based on your hero's Max Health! If you are using the Attacker hero on the enemy's supporter hero who applies many buffs (e.g. Siphi the Lost Bride, Duchess Lilitu), they will gain additional Turn Meter quickly to be able to cut into the enemy sequence. It's one of the best blessings to deal extra damage and protect your attacker heroes simultaneously! The recommended heroes for this blessing would be the ones that you use for both Arena Offense and Arena Defense, such as Candraphon and Cupidus.
Dark Resolve

Rare

Dark

Dark Resolve

Increases the damage inflicted by this Champion according to the number of dead allies on their team. Does not increase [Poison], [HP Burn], and [Bomb] damage.

Awakening level

- 1% damage for each dead ally. HP +2250 (+5250 to Legendary Champions)

- ATK +450 (+300 to Legendary Champions)

- 1.5% damage for each dead ally. DEF +300 (+300 to Legendary Champions)

- HP +1000 & C.DMG +23% (+15% to Legendary Champions)

- 2.5% damage for each dead ally. RES +40 (+35 to Legendary Champions) & ACC +40 (+35 to Legendary Champions)

- 5% damage for each dead ally. SPD +7 (+8 to Legendary Champions)

Who should use this blessing?

There are a few arena niche champions (Kytis, Deathless) that can catch people off-guard and this blessing further empowers this strategy. In General, having your champions fall in battle is not ideal so this really is best used in Arena.
Phantom Touch

Rare

Dark

Phantom Touch

Has a chance of inflicting Bonus Damage to one enemy whenever this Champion hits enemy targets. When hitting multiple targets at once, only one Champion will receive Bonus Damage. (Cooldown: 1 turn) The Bonus Damage is proportional to this Champion's ATK. High Awakening Bonus: Has a chance of inflicting a second instance of Bonus Damage.

Awakening level

- 15% chance of inflicting Bonus Damage. HP +2250 (+5250 to Legendary Champions)

- ATK +450 (+300 to Legendary Champions)

- 30% chance of inflicting Bonus Damage. DEF +300 (+300 to Legendary Champions)

- HP +1000 & C.DMG +23% (+15% to Legendary Champions)

- 75% chance of inflicting Bonus Damage. RES +40 (+35 to Legendary Champions) & ACC +40 (+35 to Legendary Champions)

- 100% chance of inflicting Bonus Damage. SPD +7 (+8 to Legendary Champions)

Who should use this blessing?

Phantom Touch blessing is best suited for damage-dealing heroes in Arena, Clan Boss, Dungeons, Doom Tower, and Faction Wars. The damage dealt is a mini version of Warmaster or Giant Slayer (Tier 6 Offense Mastery). For Rare and Epic champions, you can go with this blessing to deal additional damage, whereas Legendary champions would go with Brimstone blessing as it's a better version of Phantom Touch, especially for Support heroes and HP heroes! Recommended champions for this blessing are Coldheart, Bellower, Heiress, Maneater, Pain Keeper, and Seeker.
Cruelty

Epic

Dark

Cruelty

Whenever this Champion hits an enemy, decreases their DEF until the end of the Round. Occurs once per hit. If multiple Champions have this Blessing, still cannot decrease a single Champion's DEF by more than 40%, or decrease a Boss' DEF by more than 20%.

Awakening level

- Decreases target DEF by 1% per hit (up to 10% for Champions; up to 5% for Bosses). HP +4500 (+3000 to Legendary Champions)

- ATK +400 (+100 to Legendary Champions). HP +4500 (+3000 to Legendary Champions)

- Decreases target DEF by 1% per hit (up to 20% for Champions; up to 10% for Bosses). DEF +450 (+150 to Legendary Champions)

- HP +1000 & C.DMG +30% (+8% to Legendary Champions)

- Decreases target DEF by 2% per hit (up to 30% for Champions; up to 15% for Bosses). RES +60 (+15 to Legendary Champions) & ACC +60 (+15 to Legendary Champions)

- Decreases target DEF by 4% per hit (up to 40% for Champions; up to 20% for Bosses). SPD +10 (+5 to Legendary Champions)

Who should use this blessing?

Cruelty blessing is best suited for champions who specialize in raiding clan bosses and dungeon bosses because it allows you to increase your team's damage output significantly with the reduction of the enemy's defense! It takes approximately 5 rounds for the boss's defense to be decreased to the max of 20%! You only need 1 champion with this blessing to reduce the boss defense, and have the remaining champions with damage-boosting blessings such as Phantom Touch and Brimstone!. Recommended champions for this blessing are Deacon Armstrong, Demytha, Maneater, and Warcaster.
Lethal Dose

Epic

Dark

Lethal Dose

Increases the damage enemies receive from [Poison] debuffs placed by this Champion in the Arena. High Awakening Bonus: Will ignore 35% of each target's RES when placing [Poison] debuffs on enemy Champions in the Arena.

Awakening level

- Increases the damage enemies receive from [Poison] debuffs by 50%. HP +4500 (+3000 to Legendary Champions)

- ATK +600 (+150 to Legendary Champions)

- Increases the damage enemies receive from [Poison] debuffs by 100%. DEF +450 (+150 to Legendary Champions)

- HP +1000 & C.DMG +30% (+8% to Legendary Champions)

- Increases the damage enemies receive from [Poison] debuffs by 200%. RES +60 (+15 to Legendary Champions) & ACC +60 (+15 to Legendary Champions)

- Will ignore 35% of each target's RES when placing [Poison] debuffs on enemy Champions. SPD +10 (+5 to Legendary Champions)

Who should use this blessing?

Lethal Dose blessing is best suited for champions who specialize in inflicting Poison debuff on their enemies. However, Poison is not the meta right now in Arena as most of the battles are more towards AoE speed nuke battles to quickly rack up points to reach higher Arena tiers. In addition, it's difficult to set up a Poison team for Arena to deal sufficient damage against enemies even with champions who can activate poison such as Kalvalax
Temporal Chains

Legendary

Dark

Temporal Chains

Decreases each enemy's SPD for each active buff they are under. High Awakening Bonus: Whenever an enemy receives a third active buff, instantly decreases the Turn Meters of all enemies by a certain amount. (Cooldown: 4 turns)

Awakening level

- Decreases enemy SPD by 2% for each active buff (up to 6%). HP +7500

- ATK +750

- Decreases enemy SPD by 3% for each active buff (up to 9%). DEF +600

- HP +1000 & C.DMG +38%

- Decreases enemy SPD by 5% for each active buff (up to 15%). RES +75 & ACC +75

- Instantly decreases the Turn Meters of all enemies by 15% whenever any enemy receives a third active buff. SPD +15

Who should use this blessing?

Temporal Chains blessing is utilized for competing in Speed battles, especially in Arena. However, this blessing is not that great compared to Intimidating Presence as it only applies speed reduction on the enemy but not improving your ally's speed. Apart from that, Arena defense champions that are equipped in Stoneskin Set are immune to Temporal Chain's Turn Meter reduction effects when they receive buffs from their allies. However, there could be a unique strategy using a combination of these 2 blessings (Intimidating Presence and Temporal Chains) in 1 team to significantly reduce the enemy's speed depending on the enemy's champion formation.
Ward of the Fallen

Legendary

Dark

Ward of the Fallen

Starts each Round with a number of [Bone Armor] stacks. Each [Bone Armor] stack decreases the damage the recipient receives from a single hit, then disappears. A Champion can have a maximum of 3 [Bone Armor] stacks at one time. High Awakening Bonus: Deals Bonus Damage to each enemy hit by this Champion. The number of times Bonus Damage is inflicted on each enemy target is equal to the number of dead allies. Bonus Damage is proportional to this Champion's ATK. Adds one [Bone Armor] stack for each instance of Bonus Damage inflicted. Bonus Damage will not be inflicted when damaging enemies through Masteries, Passive skills, reflected damage, [Poison], or [HP Burn] debuffs.

Awakening level

- Starts Round with 1 [Bone Armor] stack; [Bone Armor] stacks decrease damage received by 20%. HP +7500

- ATK +750

- Starts Round with 2 [Bone Armor] stacks. DEF +600

- HP +1000 & C.DMG +38%

- [Bone Armor] stacks decrease damage received by 30%. RES +75 & ACC +75

- Starts Round with 3 [Bone Armor] stacks. Inflicts Bonus Damage when attacking; Bonus Damage adds 1 [Bone Armor] stack. SPD +15

Who should use this blessing?

Ward of the Fallen blessing is utilized mainly on attacker heroes by dealing extra bonus damage and decreasing the damage received. It's similar to the Lightning Cage blessing but suited mainly against enemy champions that deal a massive amount of damage through direct hits rather than relying on debuffs to weaken your attacker hero. It's preferable on champions who have in-built counter-attack abilities such as Cupidus so they can recharge the Bone Armor each time they attack the enemy!
Hero's Soul

Rare

War

Hero's Soul

Increases the damage inflicted to Bosses and their minions according to the number of living enemies.

Awakening level

- +0.5% damage for each enemy. HP +2250 (+5250 to Legendary Champions)

- ATK +450 (+300 to Legendary Champions)

- +1 % damage for each enemy. DEF +300 (+300 to Legendary Champions)

- HP +1000 & C.DMG +23% (+15% to Legendary Champions)

- +1.5% damage for each enemy. RES +40 (+35 to Legendary Champions) & ACC +40 (+35 to Legendary Champions)

- +3% damage for each enemy. SPD +7 (+8 to Legendary Champions)

Who should use this blessing?

Hero's Soul blessing is mainly used against mobs of enemies, such as Spider's Den, Nether Spider, and Frost Spider. It's a useful blessing to improve your Rare champion's damage output. However, for Epic and Legendary champions, there are better blessing options that you can take to deal more damage to the boss such as Phantom Touch, and Brimstone.
Faultless Defense

Rare

War

Faultless Defense

Whenever an enemy attacks an ally under [Increase DEF] buff placed by this Champion, reflects a portion of the damage back to the attacker.

Awakening level

- 3% of damage reflected. HP +2250 (+5250 to Legendary Champions)

- ATK +450 (+300 to Legendary Champions)

- 6% of damage reflected. DEF +300 (+300 to Legendary Champions)

- HP +1000 & C.DMG +23% (+15% to Legendary Champions)

- 9% of damage reflected. RES +40 (+35 to Legendary Champions) & ACC +40 (+35 to Legendary Champions)

- 15% of damage reflected. SPD +7 (+8 to Legendary Champions)

Who should use this blessing?

Essential for any early game fire-knight castle team and also useful in certain Sintranos stages. For Arena a good protected defence buff could make this blessing frustrating to fight. Note it requires an Increase Defence buff to activate and much like any reflect will not reflect damage from shields or if the ally has unkillable.
Commanding Presence

Epic

War

Commanding Presence

Strengthens your team's Aura. If multiple Champions on the same team have Commanding Presence, only one will work. If Champions on the same team have both the Intimidating Presence and Commanding Presence Blessings, only Intimidating Presence will work.

Awakening level

- Strengthens your team's Aura by 2.5%. HP +4500 (+3000 to Legendary Champions)

- ATK +600 (+150 to Legendary Champions)

- Strengthens your team's Aura by 7.5%. DEF +450 (+150 to Legendary Champions)

- HP +1000 & C.DMG +30% (+8% to Legendary Champions)

- Strengthens your team's Aura by 15%. RES +60 (+15 to Legendary Champions) & ACC +60 (+15 to Legendary Champions)

- Strengthens your team's Aura by 35%. SPD +10 (+5 to Legendary Champions)

Who should use this blessing?

Commanding Presence blessing is recommended to use on a Supporter hero who is used in many team setups. This is to avoid equipping many champions with this blessing, while the rest can be equipped with the damage-boosting blessing to improve your overall team's damage output! You will save tons of gems in the long run without the need to constantly switch blessings.
Chainbreaker

Epic

War

Chainbreaker

At the start of this Champion's turn, has a chance of removing any [Stun], [Freeze], [Sleep], [Provoke], [Fear], [True Fear], or [Petrification] debuffs placed on this Champion. Only activates if this Champion is under any of these debuffs. (Cooldown: 3 turns) High Awakening Bonus: Whenever this Champion is hit by an enemy while under any of the debuffs mentioned above, has a chance of partially filling this Champion's Turn Meter. Occurs once per hit.

Awakening level

- 10% chance of removing debuffs. HP +4500 (+3000 to Legendary Champions)

- ATK +600 (+150 to Legendary Champions)

- 15% chance of removing debuffs. DEF +450 (+150 to Legendary Champions)

- HP +1000 & C.DMG +30% (+8% to Legendary Champions)

- 20% chance of filling this Champion's Turn Meter by 10% when hit. RES +60 (+15 to Legendary Champions) & ACC +60 (+15 to Legendary Champions)

- 25% chance of removing debuffs. 25% chance of filling this Champion's Turn Meter by 10% when hit. SPD +10 (+5 to Legendary Champions)

Who should use this blessing?

Chainbreaker blessing is useful for removing all crowd control debuffs that were inflicted by the enemies. If the debuff wasn't removed successfully upon taking their turn, each hit they receive during that period will boost their Turn Meter, so they can remove these debuffs by reducing the debuff duration by taking their next turn! However, the success rate of filling up the Turn Meter is pretty low and the fill rate is too little to make a comeback, especially in Arena where the battle is fast-paced. I would recommend opting for a different Epic blessing that could provide more value for your champions.
Life Harvest

Legendary

War

Life Harvest

Destroys enemies MAX HP by a certain amount whenever they are revived. Mid Awakening Bonus: Whenever enemies are revived, partially fill this Champion's Turn Meter for each enemy revived.

Awakening level

- Destroys enemy MAX HP by 10%. HP +7500

- ATK +750.

- Destroys enemy MAX HP by 20%. Fills 10% of this Champion's Turn Meter. DEF +600

- Fills 5% of this Champion's Turn Meter.

- HP +1000 & C.DMG +38%

- Destroys enemy MAX HP by 30%. Fills 20% of this Champion's Turn Meter. RES +75 & ACC +75

- Destroys enemy MAX HP by 40%. Fills 30% of this Champion's Turn Meter. SPD +15

Who should use this blessing?

Life Harvest blessing is useful to tackle difficult enemies who rely heavily on revive to sustain their team, especially against Arena Teams and Doom Tower with multiple revivers (e.g. Siphi the Lost Bride, Duchess Lilitu). However, if your champion roster is fairly diverse and has sufficient end-game gears to handle these revivers easily, then this blessing will not be useful for you as it's better to cleave your way using AoE Speed Nuke team with 1-2 hits to knock them out rather than slowly decreasing the revived fallen enemies Max HP. It's recommended to opt for other Legendary blessings that enable your heroes to deal more damage as it will help you in other areas as well.
Soul Reap

Legendary

War

Soul Reap

When this Champion hits an enemy target and decreases their HP to a certain threshold, a Reaper will appear and deal extra damage equal to the target's remaining HP. For AoE attacks, each target that has its HP reduced to the threshold in the attack, will be visited by a Reaper. The Reaper will ignore DEF, as well as all damage reduction skills, effects, and buffs. High Awakening Bonus: If the target survives, has a chance of placing a [True Fear] debuff for 1 turn.

Awakening level

- Target HP threshold: 4%. HP +7500

- ATK +750

- Target HP threshold: 8%. DEF +600

- HP +1000 & C.DMG +38%

- Target HP threshold: 14%. Has a 50% chance of placing [True Fear] debuff for 1 Turn if the target survives the Reaper. RES +75 & ACC +75

- Target HP threshold: 20%. Has a 100% chance of placing [True Fear] debuff for 1 Turn if the target survives the Reaper. SPD +15

Who should use this blessing?

Soul Reap blessing is recommended for damage dealers to deal extra damage, especially for Arena Offense. The Soul Reaper appears after the initial attack and deals some damage to the target, which ignores their defensive buffs and has the chance of inflicting True Fear to crowd control them in case the enemies survive. The downside of this ability is the enemy's current HP (Hit Points aka Health Points) needs to drop below a certain threshold to trigger this Soul Reap blessing such as below 20% HP if your damage nuker isn't able to 1-hit knock out the enemy. Champions that are recommended for this blessing are Leorius the Proud, Trunda Giltmallet, and Candraphon.
Emergency Heal

Rare

Chaos

Emergency Heal

Heals this Champion whenever a [Shield] buff placed on them expires, is removed or is broken by an enemy attack.

Awakening level

- Heals this Champion by 3% of their MAX HP. HP +2250 (+5250 to Legendary Champions)

- ATK +450 (+300 to Legendary Champions)

- Heals this Champion by 6% of their MAX HP. DEF +300 (+300 to Legendary Champions)

- HP +1000 & C.DMG +23% (+15% to Legendary Champions)

- Heals this Champion by 9% of their MAX HP. RES +40 (+35 to Legendary Champions) & ACC +40 (+35 to Legendary Champions)

- Heals this Champion by 15% of their MAX HP. SPD +7 (+8 to Legendary Champions)

Who should use this blessing?

Incredibly effective on a bloodshield solo champion or with a regular shielder, this blessing provides a short burst of healing when a shield expires. It is however a small heal with it being 15% of the target max hp. Valuable in the right place but not universally best in slot.
Survival Instinct

Rare

Chaos

Survival Instinct

Partially fills this Champion's Turn Meter whenever a debuff is placed, spread, or transferred onto them. Occurs once per enemy turn.

Awakening level

- Fills this Champion's Turn Meter by 5%. HP +2250 (+5250 to Legendary Champions)

- ATK +450 (+300 to Legendary Champions)

- Fills this Champion's Turn Meter by 7%. DEF +300 (+300 to Legendary Champions)

- HP +1000 & C.DMG +23% (+15% to Legendary Champions)

- Fills this Champion's Turn Meter by 10%. RES +40 (+35 to Legendary Champions) & ACC +40 (+35 to Legendary Champions)

- Fills this Champion's Turn Meter by 10% (No turn restrictions). SPD +7 (+8 to Legendary Champions)

Who should use this blessing?

debuffer champions, especially for Poison champions of Rare rarity to allow them to gain more turn meter and finally gaining an additional turn to apply more stacks of Poison to deal damage.
Crushing Rend

Epic

Chaos

Crushing Rend

Each Round, a number of this Champion's hits will ignore a percentage of the target's DEF. The percentage of ignored DEF depends on the Level of the target. High Awakening Bonus: Every hit this Champion inflicts will ignore a percentage of the target's DEF.

Awakening level

- The first hit each Round will ignore a percentage of the target's DEF. Will ignore 1% DEF for every 50 Levels. HP +4500 (+3000 to Legendary Champions)

- ATK +600 (+150 to Legendary Champions)

- The first hit each Round will ignore a percentage of the target's DEF. Will ignore 1% DEF for every 40 Levels. DEF +450 (+150 to Legendary Champions)

- HP +1000 & C.DMG +30% (+8% to Legendary Champions)

- The first two hits each Round will ignore a percentage of the target's DEF. Will ignore 1% DEF for every 25 Levels. RES +60 (+15 to Legendary Champions) & ACC +60 (+15 to Legendary Champions)

- Every hit will ignore a percentage of the target's DEF. Will ignore 1% DEF for every 10 Levels. SPD +10 (+5 to Legendary Champions)

Who should use this blessing?

Crushing Rend blessing is best suited for damage nukers against tanky enemies who have a high amount of Defense stats. It can be used for PvE content (Player vs Environment) such as Hydra Clan Boss where the higher the level of the enemies, the more defense it can be ignored! For example, you can ignore defense up to 31% if you use this blessing against a Level 310 Hydra Clan Boss. However, it does not provide a significant amount of damage to Demon Lord Clan Boss as its based Defense stats are much lower than Hydra Clan Boss.
Incinerate

Epic

Chaos

Incinerate

Increases the damage inflicted by [HP Burn] debuffs placed by this Champion in the Arena. High Awakening Bonus: Whenever a [HP Burn] debuff placed by this Champion inflicts damage on an enemy, their MAX HP will also be destroyed by the same amount. Only works in Arena battles.

Awakening level

- Increases damage from [HP Burn] debuffs by 25%. HP +4500 (+3000 to Legendary Champions)

- ATK +600 (+150 to Legendary Champions)

- Increases damage from [HP Burn] debuffs by 50%. DEF +450 (+150 to Legendary Champions)

- HP +1000 & C.DMG +30% (+8% to Legendary Champions)

- Increases damage from [HP Burn] debuffs by 100%. RES +60 (+15 to Legendary Champions) & ACC +60 (+15 to Legendary Champions)

- Decreases enemy Turn Meter when they receive damage from [HP Burn] debuffs. Destroys enemy MAX HP when they receive damage from [HP Burn] debuffs. SPD +10 (+5 to Legendary Champions)

Who should use this blessing?

Incinerate blessing is best suited for champions who specialize in inflicting HP Burn debuff on their enemies. However, HP Burn is not the meta right now in Arena as most of the battles are more towards AoE speed nuke battles to quickly rack up points to reach higher Arena tiers. In addition, it's difficult to set up an HP Burn team for Arena to deal sufficient damage against enemies even with champions who can activate HP Burn such as Ninja and Sicia Flametongue.
Polymorph

Legendary

Chaos

Polymorph

Has a chance of placing a [Sheep] debuff on enemy Champions for 2 turns whenever they place debuffs on this champion, or when enemy removes or steals buffs. Occurs one per turn and cannot be blocked nor placed on bosses. Sheep’d champions will lose their skills, have their speed set to 150 and will remain in Sheep until they activate from the Sheep attack or the debuff expires. When they return, they will be 50% HP and will lose all their previous buffs.

Awakening level

- 5% chance of placing a [Sheep] debuff. This debuff requires ACC to be placed, and can be resisted. HP +7500

- ATK +750

- 10% chance of placing a [Sheep] debuff. This debuff requires ACC to be placed, and can be resisted. DEF +600

- HP +1000 & C.DMG +38%

- 15% chance of placing a [Sheep] debuff. This debuff requires ACC to be placed, and can be resisted. RES +75 & ACC +75

- 20% chance of placing an irresistible [Sheep] debuff. SPD +15

Who should use this blessing?

The scourge of arena, this blessing will frustrate you as you climb the ladders. There is really no counter or alternative to this blessing and is best placed on support and tank champions. In Dungeon and bosses, you will not want to select this blessing as its more likely to slow you down than help you win fights.
Brimstone

Legendary

Chaos

Brimstone

Whenever this Champion attacks, each hit has a chance to place a [Smite] debuff for 2 turns. Champions under the [Smite] debuff will be hit by a meteorite when they use an Active Skill. The meteorite inflicts damage equal to 25% of the affected Champion's MAX HP, and will also inflict damage to all other enemy Champions equal to 5% of their MAX HP. Only one [Smite] debuff can be active per team at any point.

Awakening level

- 15% chance of placing a [Smite] debuff. HP +7500

- ATK +750

- 30% chance of placing a [Smite] debuff. DEF +600

- HP +1000 & C.DMG +38%

- 60% chance of placing a [Smite] debuff. RES +75 & ACC +75

- 100% chance of placing a [Smite] debuff. SPD +15

Who should use this blessing?

Brimstone blessing is suited for high HP (Hit Points aka Health Points) such as HP role or Support role champions to deal additional damage to the enemy, especially against bosses! The damage dealt is through the Smite debuff similar to the HP Burn debuff but based on your champion's MAX HP. However, it does not stack up like Poison debuff, which means it's best to have at most 2 champions with Brimstone blessing to deal damage every turn as this Blessing has a cooldown of 2 turns! To maximize the damage output for your boss raid teams, it's best to have a mixture of Brimstone, Cruelty, and Phantom Touch blessings!