
Muckstalker — guide
Guide: Muckstalker
In short
Muckstalker is a Rare HP-type champion of the Lizardmen faction with Magic affinity. He only really shows up in Faction Wars, where his aura hands allies +22% HP. The site's verdict is blunt — fodder: worth investing in only if you have nothing else to close out Faction Wars.
Strengths
- Aura of +22% HP to allies in Faction Crypts — his main and basically only meaningful plus.
- Lunge has a 30% chance (up to 50% fully booked) to place Block Buffs for 2 turns — occasionally useful against buff-reliant enemies.
- Strangle places Sleep for 2 turns if the target has no buffs — free extra control.
- Balm passive: take more than 20% of his HP in a single hit and he puts 15% Regeneration on himself for 2 turns. Cheap self-sustain.
- Both active skills scale off [ATK][HP], so a tanky HP build doesn't cut his damage.
Weaknesses
- Weak base stats: 760 Defense and 101 Speed — almost any focused damage deletes him.
- Sleep drops the moment the target takes damage, and Block Buffs is a 30% coin flip until you book the skill.
- The ratings tell the story: Clan Boss 1.0, Hydra 1.0, Arena 0.5, Dungeons 1.0 — no key mode wants him.
- He brings nothing to the team: no shields, no buffs, no real debuff — he only heals himself.
Where to use
Faction Wars (2/5) is the one place his aura actually does work, so that's where he earns a slot. Next on the list is Al-Naemeh, and among game modes Chimera (1.5), where you can park him as a pure HP body. Everything else sits at 1.0 or below: skip him in Clan Boss, Hydra, Dungeons, Hard mode and Doom Tower, and definitely in Arena (0.5).
Stats and gear
Priority: HP% → DEF% → Speed → Accuracy. Rough targets at 6-star: 60–80k+ HP, around 2k Defense, 170–200 Speed, 150–200 Accuracy — without Accuracy his Block Buffs and Sleep simply won't land. Sets from the build list: Life and Defense as the base, with Speed or Perception (Accuracy + Speed) to round it out. For relics, use Orb of Transfixion.
Masteries and blessings
From the build: Invigorated and Targetfinder — survivability plus Accuracy so his debuffs connect. Nobody builds a full tree around him, so keep it defensive and don't burn resources. No blessing is listed for him in the build, and there's no reason to spend scrolls here — save them for champions that matter.
Tombs
Book Strangle to level 6 first — that's the -1 turn cooldown, the only genuinely valuable upgrade he has. After that you can push Lunge for the Block Buffs chance, but only if you truly have nothing else to book.
Verdict
Fodder. Build him for Faction Wars only, and only if you have no better option.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
| Skill | Description | Level Upgrades |
![]() Onslaught | Attacks an enemy. Has a 30% chance of placing a Block Buffs debuff for 2 turns. Damage based on [ATK][HP] | Lvl 2 – Damage +5% Lvl 3 – Buff/Debuff Chance +5% Lvl 4 – Damage +5% Lvl 5 – Buff/Debuff Chance +5% Lvl 6 – Damage +10% Lvl 7 – Buff/Debuff Chance +10% |
![]() Strangle | Attacks an enemy. If the target has no buffs, places a Sleep debuff for 2 turns. Damage based on [ATK][HP] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Damage +5% Lvl 5 – Damage +5% Lvl 6 – Cooldown -1 |
![]() Balm (Passive) | If the hero takes damage exceeding 20% of their HP in a single attack, they place a 15% Continuous Heal buff on themselves for 2 turns. | |
| Aura | Increases the HP of allies in Faction Crypts by 22%. |
Triton is a Champion from the Gaellen Pact faction of the Lizardmen. His main role in a team is HP. He places Sleep and Block Buffs on enemies with his skills. Artifacts with HP and DEF suit him well.
Where to get
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Question — answer
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