Ambu & Lance

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Ambu & Lance

Champion Tier: B

Champion Details

Faction: Clans
Race: Half-Pig
Role 1: Healer
Role 2:
Role 3:

Key Information

Leader:
Base Speed: 134
Farm:

Ambu & Lance

Currently the Half-Pigs are not all released into the game. Once this happens we will update! Look for updates soon!

Dirty Trick

Level 1 – Deal 85% Magical Damage to an enemy.

Level 2 – Deal 100% Magical Damage to an enemy. A 20% chance to inflict Armor Decrease for 2 turns.

Level 3 – Deal 120% Magical Damage to an enemy. A 40% chance to inflict Armor Decrease for 2 turns.

Level 4 – Deal 145% Magical Damage to an enemy. A 60% chance to inflict Armor Decrease for 2 turns.

Level 5 – Deal 175% Magical Damage to an enemy. A 80% chance to inflict Armor Decrease for 2 turns.

Level 6 – Deal 210% Magical Damage to an enemy and inflict Armor Decrease for 2 turns.

Healing Slops

Level 1 – Heal all allies by 150% of Ambu & Lances Magical Damage. Redistribute Regeneration stacks from Ambu & Lance among allies, starting with allies with lowest Health.

Level 2 – Heal all allies by 175% of Ambu & Lances Magical Damage. Redistribute Regeneration stacks from Ambu & Lance among allies, starting with allies with lowest Health. Oink: recover 10% turn meter to all halfpigs allies. No Oink: apply Regeneration to all allies for 2 turns.

Level 3 – Heal all allies by 210% of Ambu & Lances Magical Damage. Redistribute Regeneration stacks from Ambu & Lance among allies, starting with allies with lowest Health. Oink: recover 10% turn meter to all allied halfpigs and apply Haste to allies with 2 Regeneration stacks for 1 turn. No Oink: apply Regeneration to all allies for 2 turns.

Level 4 – Heal all allies by 250% of Ambu & Lances Magical Damage. Redistribute Regeneration stacks from Ambu & Lance among allies, starting with allies with lowest Health. Oink: recover 10% turn meter to all allied halfpigs and apply Haste to allies with 2 Regeneration stacks for 1 turn. No Oink: apply Regeneration to all allies for 2 turns.

Level 5 – Heal all allies by 300% of Ambu & Lances Magical Damage. Redistribute Regeneration stacks from Ambu & Lance among allies, starting with allies with lowest Health. Oink: recover 20% turn meter to all allied halfpigs and apply Haste to allies with 2 Regeneration stacks for 1 turn. No Oink: apply Regeneration to all allies for 2 turns.

Level 6 – Heal all allies by 360% of Ambu & Lances Magical Damage. Redistribute Regeneration stacks from Ambu & Lance among allies, starting with allies with lowest Health. Oink: recover 20% turn meter to all allied halfpigs and apply Haste to allies with 2 Regeneration stacks for 2 turns. No Oink: apply Regeneration to all allies for 2 turns.

Emergency Seconds

Level 1 – Apply Armor Increase to all allies for 1 turn.

Level 2 – Apply Armor Increase to all allies for 1 turn. Oink: remove all Regeneration stacks from the allies. Apply Shield equal to 10% of the allys maximum Health for every stack removed. No Oink: Ambu & Lance restore 25% of their turn meter.

Level 3 – Apply Armor Increase and Tenacity Increase to all allies for 1 turn. Oink: remove all Regeneration stacks from the allies. Apply Shield equal to 10% of the allys maximum Health for every stack removed. No Oink: Ambu & Lance restore 35% of their turn meter.

Level 4 – Apply Armor Increase for 2 turns and Tenacity Increase to all allies for 1 turn. Oink: remove all Regeneration stacks from the allies. Apply Shield equal to 10% of the allys maximum Health for every stack removed. No Oink: Ambu & Lance restore 45% of their turn meter.

Level 5 – Apply Armor Increase and Tenacity Increase to all allies for 2 turns. Oink: remove all Regeneration stacks from the allies. Apply Shield equal to 10% of the allys maximum Health for every stack removed. No Oink: Ambu & Lance restore 60% of their turn meter.

Level 6 – Apply Armor Increase and Tenacity Increase to all allies for 2 turns. Oink: remove all Regeneration stacks from the allies. Apply Shield equal to 15% of the allys maximum Health for every stack removed. No Oink: Ambu & Lance restore 75% of their turn meter.

Rich Soup (Passive)

Level 1 – Ambu & Lance gain 2% Damage Increase for every Regeneration on them. At the end of the turn Ambu & Lance gain 1 Regeneration stack for 2 turns. At the start of the turn: if the allies have 4 or more stacks of Regeneration on them, Ambu & Lance gain Oink, otherwise – lose it.

Level 2 – Ambu & Lance gain 3% Damage Increase for every Regeneration on them. At the end of the turn Ambu & Lance gain 1 Regeneration stack for 2 turns. At the start of the turn: if the allies have 4 or more stacks of Regeneration on them, Ambu & Lance gain Oink, otherwise – lose it.

Level 3 – Ambu & Lance gain 4% Damage Increase for every Regeneration on them. At the end of the turn Ambu & Lance gain 1 Regeneration stack for 2 turns and additional 1 stack if Keb & Bab are in the party. At the start of the turn: if the allies have 4 or more stacks of Regeneration on them, Ambu & Lance gain Oink, otherwise – lose it.

Level 4 – Ambu & Lance gain 6% Damage Increase for every Regeneration on them. At the end of the turn Ambu & Lance gain 1 Regeneration stack for 2 turns and additional 1 stack if Keb & Bab are in the party. At the start of the turn: if the allies have 4 or more stacks of Regeneration on them, Ambu & Lance gain Oink, otherwise – lose it.

Level 5 – Ambu & Lance gain 8% Damage Increase for every Regeneration on them. At the end of the turn Ambu & Lance gain 1 Regeneration stack for 2 turns and additional 1 stack if Keb & Bab are in the party. At the start of the turn: if the allies have 4 or more stacks of Regeneration on them, Ambu & Lance gain Oink, otherwise – lose it.

Level 6 – Ambu & Lance gain 10% Damage Increase for every Regeneration on them. At the end of the turn Ambu & Lance gain 2 Regeneration stacks for 2 turns and additional 1 stack if Keb & Bab are in the party. At the start of the turn: if the allies have 4 or more stacks of Regeneration on them, Ambu & Lance gain Oink, otherwise – lose it.

Level 7 – Ambu & Lance gain 13% Damage Increase for every Regeneration on them. At the end of the turn Ambu & Lance gain 2 Regeneration stacks for 3 turns and additional 1 stack if Keb & Bab are in the party. At the start of the turn: if the allies have 4 or more stacks of Regeneration on them, Ambu & Lance gain Oink, otherwise – lose it.

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Runes

Rune Priority

North East: Speed
North West: Tenacity
South: Damage

Set Priorities:

Speed x4 Health / Potency / Armor / Tenacity x2 Damage x4 Potency x2

Substat Priorities:

Speed Damage Potency Survivability

Artifacts

Artifact Priority

Prefered Stat First: Damage
Prefered Stat Second: Tenacity
Prefered Stat Third: Health
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Video Guide

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