
Fortus — guide
Guide: Fortus
In short
Fortus is a Legendary Dark-affinity Defense champion of the Knights Revenant whose whole kit scales off DEF and revolves around Fear and True Fear. He shines in the Arena and Faction Wars, while in Clan Boss, Hydra and Doom Tower he brings almost nothing. Build priority is DEF first, then Speed and Accuracy so his Fear debuffs actually land.
Strengths
- Solid Fear control: his A1 has a 50% chance (booked) to place Fear for 1 turn, and the A2 hits all enemies with up to 100% True Fear.
- Free crits: both the A1 and the A3 always crit against targets under Fear or True Fear, so Critical Rate is not a stat you chase.
- The A3 ignores 30% of enemy DEF on feared targets, gains +10% damage for every Fear/True Fear application and has a 40% chance to unlock for a turn.
- The passive is a second life: he survives a killing blow on 1 HP, cleanses himself, fully heals, resets his turn meter and has an 80% chance to place Fear on all enemies.
- A 25% Critical Rate Arena aura for the team, plus a passive 15% higher chance that enemy skills fail while they are under Fear/True Fear.
Weaknesses
- Damage is low — the author flatly says he hits weakly, which is why Clan Boss and Hydra sit at 1/5.
- Everything is conditional on Fear; without the debuff he is just a tanky body.
- When the passive triggers he puts himself to Sleep for 1 turn, and that cannot be resisted or blocked — a wasted turn.
- Base Speed of 97 is poor, so Speed gear is not optional.
Where to use
Arena first (4/5): the Critical Rate aura, AoE True Fear and DEF ignore make him a fine control piece next to your damage dealers. Then Faction Wars (4/5), where he tanks, controls and buffs the team at once. Chimera (3.5/5) and higher difficulties (3/5) are workable niche spots. Dungeons are 2/5, and Doom Tower, Clan Boss and Hydra are all 1/5 — leave him out of those.
Stats and gear
Priority: DEF% → Speed → Accuracy → Resistance. Rough targets: 3,500–4,500+ DEF (his base is only 1,387, so nothing works without gear), 200–250 Speed, 250–350 Accuracy for Arena, 200+ Resistance if you want him to keep taking turns. Don't chase Critical Rate — he crits feared targets anyway. Sets from the list: Speed, Avenging, Divine Speed, Perception, Resilience, Guardian.
Masteries and blessings
The recommended page leans offense: In For The Kill, Pierce Defenses, Target Smash, Constant Onslaught and Bloodthirsty Prowess, squeezing whatever damage DEF can give. Keep separate pages for PvE (dungeons, Clan Boss, Doom Tower, Faction Wars) and PvP (Arena 1v1 and 3v3). Blessings: Brimstone and Ward of the Fallen. Relics: Malefic Talon, The Cat's Gaze, Gaze of Damnation.
Tomes
Book the A2 (the AoE True Fear) first: it gets +20% debuff chance to reach 100% and -1 cooldown at level 5, and that skill is what starts the whole Fear chain. Then put books into the A1 to push Fear up to 50%. Books in the A3 only add damage, so they can wait.
Verdict
A decent Arena controller and Faction Wars body, but the damage is weak and Clan Boss, Hydra and Doom Tower don't want him. The site verdict: vault him as fusion fodder until a rebalance.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Taste of Oblivion
Attacks an enemy. Has a 35% (50%) chance of placing Fear for 1 turn.
The attack will be critical if the target is under Fear or True Fear.
Damage based on [DEF] = 3 × [DEF]
Fear
Lvl 2 Damage +5%
Lvl 3 Debuff Chance +5%
Lvl 4 Damage +10%
Lvl 5 Debuff Chance +10%
Hidden Horror
Attacks all enemies. Has an 80% (100%) chance of placing a True Fear debuff for 1 turn. This debuff cannot be resisted if the target is under a Fear debuff.
Damage based on [DEF] = 3.8 × [DEF] AoE
True Fear
Cooldown: 4 turns
Lvl 2 Debuff chance: +10%
Lvl 3 Damage +10%
Lvl 4 Debuff chance: +10%
Lvl 5 Cooldown -1
Terror of the Stars
Attacks all enemies. Ignores 30% of the target's DEF if the target is under a [Fear] or [True Fear] debuff. This attack is critical if the target is under a [Fear] or [True Fear] debuff.
Damage from this skill increases by 10% each time a [Fear] or [True Fear] debuff is placed on an enemy.
This skill has a 40% chance to unlock for 1 turn when a [Fear] or [True Fear] debuff is placed on an enemy.
Damage based on [DEF] = 3.5 × [DEF] AoE
Ignores DEF
Lvl 2 Damage +10%
Lvl 3 Damage +10%
Lvl 4 Damage +10%
Pact of Stars (Passive)
Passive effect
Increases the chance that enemy skills fail by 15% if they are under Fear and
True Fear.
Active effect
When receiving a fatal hit, survives with 1 HP. Removes all buffs and debuffs from itself. Then fully heals and resets its Turn Meter.
Has an 80% chance to apply Fear to all enemies for 1 turn.
Applies Sleep to itself for 1 turn. This debuff cannot be reflected or blocked.
Fear
Heals itself
Cooldown Turns: 4
Increases C.RATE in Arena by 25%
Increases Ally C.RATE in Arena by 25%
PVE Masteries = Fortus: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars
Wave Control

PVP Masteries = Fortus: Arena masteries (1v1, 3v3)
Go to Stage 2

Gifts
Arena Defense
Ward of the Fallen
Debuffer
Sera

Where to get
Reviews
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Question — answer
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