
Helior — guide
Guide: Helior
In short
Helior is a Legendary Defense champion of the Banner Lords with a +60 Resistance aura and damage scaled from DEF. He shines in Arena and Faction Wars, where his team-wide debuff transfer and shield matter most. Build priority is DEF, Speed and a 100% crit rate — without crits his first skill never ramps up.
Strengths
- His third skill moves every debuff from your team onto one target and immediately hits it with his basic — a full team cleanse that also deals damage, and books bring it down to a 3-turn cooldown.
- +60 Resistance aura in all battles: cheap RES for the whole squad, great against debuff-heavy Arena teams.
- His second skill hits all enemies and puts a 2-turn Shield on the team worth 20% of damage dealt — both hit and shield scale off DEF.
- Passive soaks 30% of the damage whenever an ally carrying 2+ debuffs is attacked.
- Basic attack adds +5% DEF per crit up to +20%, then heals him for 75% of his DEF.
Weaknesses
- Base Speed 95 — he is slow and moves last without Speed gear.
- Hydra is clearly his worst area (2/5).
- Damage is fully DEF- and crit-dependent; with low C.RATE the basic attack barely stacks.
- No team heal or DEF buff — only the shield and his own self-heal.
Where to use
Arena (4/5) and Faction Wars (4/5) first — that is where the debuff transfer and shield actually decide fights. Then Doom Tower (3.5/5), followed by Chimera, Clan Boss, dungeons and Hard mode (3/5 each). Keep him out of Hydra (2/5).
Stats and gear
Rough targets: DEF 3000+, Speed 180–220 (higher for Arena), C.RATE 100%, Resistance as high as you can push it — for his third skill RES doubles as accuracy, so don't chase ACC separately. Recommended sets: Speed and Savage — Speed lets him fire the debuff transfer before the team drowns in debuffs, Savage turns his DEF scaling into punchy damage.
Masteries and blessings
Masteries from the build: Invigorated, Growing Resolve, Strengthening Will, Gathering Momentum, Damage Mitigation, Buff Depletion, Bolstered Defense — survivability and support first. No blessing list is given in the build, so pick a defensive or utility blessing that fits your roster. Relics: Infernosphere, Wand of Submission, Volcardiac Heart.
Tombs
Book the third skill first: two levels of cooldown reduction add up to −2 turns, so the debuff transfer comes back far more often. Then the second skill for its −1 cooldown at level 6. Damage levels last.
Verdict
The site author says build him — an average legendary with an unclear home, but Arena and Faction Wars justify the investment thanks to the aura and the debuff transfer.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Golden Halberd
Attacks an enemy. On a critical hit, increases own DEF by 5% (max: 20%). If DEF has been increased by 20%, heals by 75% of DEF after attacking.
Damage based on [DEF]
Lvl. 2 Damage +5%
Lvl. 3 Damage +5%
Lvl. 4 Damage +5%
Lvl. 5 Damage +10%

Gift of the Sun
Attacks all enemies. Places a Shield buff on all allies equal to 20% of the damage inflicted for 2 turns.
Damage based on [DEF]
Cooldown: 4 turns
Lvl. 2 Damage +5%
Lvl. 3 Damage +5%
Lvl. 4 Damage +10%
Lvl. 5 Damage +10%
Lvl. 6 Cooldown -1

Bright Light
Transfers all debuffs from the team to the target, then attacks it with a basic skill. When using this skill, converts its RES into an ACC bonus.
Cooldown: 5 turns
Lvl. 2 Cooldown -1
Lvl. 3 Cooldown -1

Protector (Passive)
When an ally with 2 or more debuffs is attacked, absorbs 30% of the damage dealt to them.

Resistance Aura in all battles by 60
Increases ally RES in all battles by 60.
Where to get
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Question — answer
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