
Archmage Hellmut — guide
Guide: Archmage Hellmut
In short
Archmage Hellmut is an Epic Magic Support from the Banner Lords: his third skill grants the whole team +30% SPD, +30% C.RATE and +30% C.DMG for 2 turns, and his second skill hits every enemy with a stun if the first hit lands a critical. Arena and Faction Wars are his home; in Clan Boss and Hydra he is average. Build priority: SPD first, then C.RATE so Time Warp reliably reaches the whole enemy team.
Strengths
- Spiritual Help — three buffs at once (SPD, C.RATE, C.DMG), perfect behind a nuker in Arena and for fast clears.
- Time Warp crits into an extra hit on all other enemies, each hit has a 50% (up to 70% booked) chance to stun for 1 turn, and afterwards drops the turn meter of non-stunned enemies by 20% — control and anti-speed in one button.
- Chronoblock passive: immune to turn meter reduction, he can't be pushed back.
- Magic Mechanism fills his own turn meter by 10%, or 20% on a critical hit.
- 4/5 in Faction Wars — one of the best buffers the Banner Lords have.
Weaknesses
- Damage scales off ATK on a support body: he will not hit hard himself.
- No heal, no shield, no cleanse — only buffs and control.
- 108 base SPD and modest defensive stats: without gear his turns are rare and his stuns miss.
- Hydra 2.5 and Chimera 2.0 — those modes ask for utility he doesn't bring.
Where to use
Arena (3.5) is his main stage: Spiritual Help for your nuker, Time Warp as backup control — the author specifically notes a pairing with a Prophetess. Faction Wars (4.0) is his second home as the faction's key buffer. Clan Boss, dungeons, Doom Tower and Hard mode sit at 3.0: useful buff and control, not top tier. Leave Hydra (2.5) and Chimera (2.0) to other champions.
Stats and gear
Speed above all: 200+ minimum, push toward 250+ for Arena. Critical Rate 100% — without crits Time Warp never spreads and never stuns. Accuracy 250+ for stuns in dungeons and Doom Tower. Fill the rest with HP% and DEF% for survivability. Sets: Speed, Perception, Immortal or Resilience; Speed + Perception is the Arena pick.
Masteries and blessings
The build lists In For The Kill, Expeditious Exploitation and Gathering Momentum. Round it out with the Support tree for speed and accuracy, plus standard Offense picks if you run him in Clan Boss. Relics: Molten Deathbell and Perched Shadow. For blessings, take a support-oriented one that adds team utility or survivability.
Tomes
Book Spiritual Help first: the cooldown drop from 5 to 3 turns keeps the buffs up almost permanently. Then Time Warp — stun chance up to 70% plus a cooldown reduction. Magic Mechanism last, it's damage only.
Verdict
Definitely build him: a cheap epic who covers Arena and Faction Wars and still hits decently on AoE under his own buffs.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Magic Mechanism
Attacks an enemy. Fills this champion's Turn Meter by 10%. Fills it by 20% on a critical hit.
Damage based on [ATK]
Turns: 1

Time Leap
Turns: 4
Attacks an enemy. If the hit is critical, attacks the other enemies as well. Each hit has a 50% chance of placing a Stun debuff for 1 turn. After the attack, decreases the Turn Meter of enemies without Stun by 20%.
Damage based on [ATK]
Turns: 4

Spiritual Aid
Cooldown: 5
Places a 30% Increase SPD buff, a 30% Increase C.RATE buff, and a 30% Increase C.DMG buff on all allies for 2 turns.
Turns: 5

Chronoblock (Passive)
Immunity to Turn Meter reduction.
Turns: 1
Archmage Hellmut - an Epic Support champion of the Magic affinity from the Banner Lords faction, introduced to RAID in December 2020 before the new year. Obtained from fragments in the Doom Tower.
PVE Masteries = Archmage Hellmut: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars

PVP Masteries = Archmage Hellmut: masteries for Arena (1v1, 3v3)

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