Solius

spacer
Solius

Champion Tier: S

Champion Details

Faction: Order
Race: Human
Role 1: Healer
Role 2:
Role 3:

Key Information

Leader: Yes
Base Speed: 155
Farm: Event

Solius

Solius is the first Legendary Champion you should go for. His event is always open, so you can chip away at it as your account progresses! A team of Rantha, Maar, Korkhrim, Tromgar and Mortha should do the trick. Solius provides a great lead for your Order team and amazing heals. Unlocking Solius Makes the game much easier!

Raging Sun

Level 1 – Deals 80% of Magic Damage to an enemy. Calls Nightiel to assist if she is on the battlefield.

Level 2 – Deals 95% of Magic Damage to an enemy. Calls Nightiel to assist if she is on the battlefield.

Level 3 – Deals 115% of Magic Damage to an enemy. A 5% chance to restore 1 turn to a random ability. Calls Nightiel to assist if she is on the battlefield.

Level 4 – Deals 140% of Magic Damage to an enemy. A 7% chance to restore 1 turn to a random ability. Calls Nightiel to assist if she is on the battlefield.

Level 5 – Deals 170% of Magic Damage to an enemy. A 10% chance to restore 1 turn to a random ability. Calls Nightiel to assist if she is on the battlefield.

Level 6 – Deals 210% of Magic Damage to an enemy. A 15% chance to restore 1 turn to a random ability. Calls Nightiel to assist if she is on the battlefield.

Lightwave

Level 1 – Heals all allies by 160% of Solius Magic Damage.

Level 2 – Heals all allies by 230% of Solius Magic Damage.

Level 3 – Heals all allies by 300% of Solius Magic Damage.

Level 4 – Heals all allies by 370% of Solius Magic Damage.

Level 5 – Heals all allies by 450% of Solius Magic Damage.

Level 6 – Heals all allies by 550% of Solius Magic Damage.

Ammos' Blessing

Level 1 – Heals an ally by 10% of their max Health. Applies an Armor Increase for 2 turns.

Level 2 – Heals an ally by 15% of their max Health. Applies an Armor Increase and a Tenacity Increase for 2 turns.

Level 3 – Heals an ally by 20% of their max Health. Applies an Armor Increase, a Tenacity Increase, and Haste for 2 turns.

Level 4 – Heals an ally by 25% of their max Health. Applies an Armor Increase, a Tenacity Increase, Haste, and a Damage Increase for 2 turns.

Level 5 – Heals an ally by 30% of their max Health. Applies an Armor Increase, a Tenacity Increase, Haste, a Damage Increase, and Cheat Death for 2 turns.

Level 6 – Heals an ally by 40% of their max health. Applies an Armor Increase, a Tenacity Increase, Haste, A Damage Increase, and Cheat Death for 2 turns.

Inspiration (Passive Ability)

Level 1 – When the battle starts, all allied human defenders receive an Armor Increase for 2 turns. If Nightiel is on the battlefield, she receives the same buff.

Level 2 – When the battle starts, all allied human defenders receive an Armor Increase for 2 turns, and all allied human healers and tacticians receive Cheat Death for 2 turns. If Nightiel is on the battlefield, she receives all these buffs as well.

Level 3 – When the battle starts, all allied human defenders receive an Armor Increase for 2 turns, all allied human healers and tacticians receive Cheat Death for 2 turns, and all allied human fighters receive a Potency Increase for 2 turns. If Nightiel is on the battlefield, she receives all these buffs as well.

Level 4 – When the battle starts, all allied human defenders receive an Armor Increase for 3 turns, all allied human healers and tacticians receive Cheat Death for 2 turns, and all allied human fighters receive a Potency Increase for 2 turns. If Nightiel is on the battlefield, she receives all these buffs as well.

Level 5 – When the battle starts, all allied human defenders receive an Armor Increase for 3 turns, all allied human healers and tacticians receive Cheat Death for 3 turns, and all allied human fighters receive a Potency Increase for 2 turns. If Nightiel is on the battlefield, she receives all these buffs as well.

Level 6 – When the battle starts, all allied human defenders receive an Armor Increase for 3 turns, all allied human healers and tacticians receive Cheat Death for 3 turns, and all allied human fighters receive a Potency Increase for 3 turns. If Nightiel is on the battlefield, she receives all these buffs as well.

Sun Guardian - Leader Skill

Level 1 – Both the Physical Damage and Magic Damage of all allies from the Order increase by 5%. The Counterattack Chance of all allied humans increases by 5% for each living human in the party.

Level 2 – Both the Physical Damage and Magic Damage of all allies from the Order increase by 8%. The Counterattack Chance of all allied humans increases by 5% for each living human in the party. The Crit Chance of all allied elves increases by 3% for each living elf in the party.

Level 3 – Both the Physical Damage and Magic Damage of all allies from the Order increase by 12%. The Counterattack Chance of all allied humans increases by 5% for each living human in the party. The Crit Chance of all allied elves increases by 3% for each living elf in the party. The Potency of all allied pandas increases by 3% for each living panda in the party.

Level 4 – Both the Physical Damage and Magic Damage of all allies from the Order increase by 16%. The Counterattack Chance of all allied humans increases by 5% for each living human in the party. The Crit Chance of all allied elves increases by 3% for each living elf in the party. The Potency of all allied pandas increases by 5% for each living panda in the party.

Level 5 – Both the Physical Damage and Magic Damage of all allies from the Order increase by 20%. The Counterattack Chance of all allied humans increases by 5% for each living human in the party. The Crit Chance of all allied elves increases by 5% for each living elf in the party. The Potency of all allied pandas increases by 5% for each living panda in the party.

Level 6 – Both the Physical Damage and Magic Damage of all allies from the Order increase by 25%. The Counterattack Chance of all allied humans increases by 10% for each living human in the party. The Crit Chance of all allied elves increases by 5% for each living elf in the party. The Potency of all allied pandas increases by 5% for each living panda in the party.

spacer

Runes

Rune Priority

North East: Speed
North West: Damage
South: Damage

Set Priorities:

Speed x4 Health x2 or Damage x4 Health x2

Substat Priorities:

Speed Damage Health Shield

Artifacts

Artifact Priority

Prefered Stat First: Damage
Prefered Stat Second: Health
Prefered Stat Third: Shield
spacer

Video Guide

spacer