
Hellebore — guide
Guide: Hellebore
In short
Hellebore is an Uncommon Support from the Ogryn Tribes with the Magic affinity. His whole kit is an A1 with a 20% chance to place Freeze for 1 turn, plus an A2 that drains an ally's Turn Meter and heals for 50% of the amount drained (minimum 10%). The site author's verdict is blunt: food — not worth investing in for any content.
Strengths
- A1 can land Freeze for 1 turn — a free extra control roll when there is nothing better to press.
- His A2 is a real heal: early game and early Faction Wars it is better than having no healer at all.
- Uncommon rarity: cheap to rank up, duplicates come often, and feeding him away costs you nothing.
- Magic affinity lines up well against Spirit — some Faction Wars waves are simply easier for him.
Weaknesses
- Poor base stats: 96 SPD and 716 DEF means he is neither a tank nor a fast healer, and he folds quickly.
- The heal costs the ally their turn: you drain their Turn Meter to heal them, and if the bar is nearly empty the heal drops to 10%.
- Almost no reliable control — 20% on A1 is a coin flip, and he has no Accuracy in his base kit.
- Ratings say it all: 0.5 in Clan Boss, Hydra, Chimera, Arena, Dungeons, Hard and Doom Tower; 1.5 only in Faction Wars.
Where to use
The only place he scores anything is Faction Wars (1.5): early on you can slot him into an Ogryn Tribes team as a second healer/placeholder until better champions show up. Everywhere else — Clan Boss (0.5), Hydra (0.5), Chimera (0.5), Arena (0.5), Dungeons (0.5), Hard (0.5), Doom Tower (0.5) — he just wastes a slot.
Stats and gear
Priority: Speed → HP% → DEF%. Rough targets for early Faction Wars: about 150–180 SPD, 30–40k HP, 1.5–2k DEF. Accuracy only matters if you seriously want the A1 Freeze to land, in which case around 100–150 ACC — but those substats are usually better spent on HP. There is no recommended set list from the author, so general advice: Speed and HP sets (or Immortal) with HP% and SPD substats; HP%/DEF% gloves, Speed boots.
Masteries and blessings
No mastery list is provided either. The logic is simple: skip Offense entirely since he deals no damage, and take Defense (survivability) plus Support (healing, Resistance). Key nodes are anything giving HP/DEF and staying alive; Offense tier 6 picks like Warmaster or Giant Slayer are pointless on him. Blessings require Awakening — on a food champion that is wasted resources, so skip them.
Tom es
Do not spend Tomes: they are scarce and belong on Legendaries and Epics. If you truly have nowhere else to put them, book the A2 to level 4 first (cooldown −1 and more healing), and only then the A1 for the extra +10% Freeze chance.
Verdict
Food. Keep one copy in the Vault in case you need to fill an early Ogryn Tribes Faction Wars team, and give him neither Tomes nor gear.
Skills
Ice Fists
Attacks an enemy, with a 20% chance of placing a [Freeze] debuff for 1 turn.
Lvl 2 – Damage +5%.
Lvl 3 – Damage +5%.
Lvl 4 – Buff/Debuff Chance +5%.
Lvl 5 – Buff/Debuff Chance +5%.
Monster Strength
Fully depletes an ally's Turn Meter and heals them by 50% of the depleted Turn Meter. If the ally's Turn Meter is less than 10% full, the champion heals them by 10%.
Level 2 – Heal +10%.
Level 3 – Heal +10%.
Level 4 – Cooldown -1.
Where to get
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Question — answer
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