Major Shott

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Major Shott

Champion Tier: B

Champion Details

Faction: Clans
Race: Goblin
Role 1: Fighter
Role 2: Ranger
Role 3:

Key Information

Leader: Yes
Base Speed: 164
Farm: Campaign, Shop, Chests

Major Shott

Major Shott has one of the most underrated move kits in the game, although he has his faults as well. Sadly his move kit is heavily dependent on Potency and he has almost none! Also he has extremely long cooldowns so you will need him to go fast to cycle through them, if you can keep him alive he also has one of the lowest health and shield combos in the game. don't build him for damage speed, potency, survivability and enjoy his benefits.

Machine Gun

Level 1 – Deals 70% of Physical Damage to the target and 20% of Physical Damage to all other enemies.

Level 2 – Deals 100% of Physical Damage to the target and 20% of Physical Damage to all other enemies.

Level 3 – Deals 120% of Physical Damage to the target and 30% of Physical Damage to all other enemies.

Level 4 – Deals 150% of Physical Damage to the target and 40% of Physical Damage to all other enemies.

Level 5 – Deals 180% of Physical Damage to the target and 50% of Physical Damage to all other enemies.

Level 6 – Deals 220% of Physical Damage to the target and 60% of Physical Damage to all other enemies.

The Little Goblin That Could

Level 1 – Deals 90% of Physical Damage to all enemies. Major Shott switches to Battle Mode. This effect cannot be prevented or removed. Using the ability again will cancel the Battle Mode. Using this ability while in Battle Mode have a 30% chance to Stun enemies for 1 turn.

Level 2 – Deals 115% of Physical Damage to all enemies. Major Shott switches to Battle Mode. This effect cannot be prevented or removed. Using the ability again will cancel the Battle Mode. Using this ability while in Battle Mode have a 30% chance to Stun enemies for 1 turn.

Level 3 – Deals 140% of Physical Damage to all enemies. Major Shott switches to Battle Mode. This effect cannot be prevented or removed. Using the ability again will cancel the Battle Mode. Using this ability while in Battle Mode have a 30% chance to Stun enemies for 1 turn.

Level 4 – Deals 165% of Physical Damage to all enemies. Major Shott switches to Battle Mode. This effect cannot be prevented or removed. Using the ability again will cancel the Battle Mode. Using this ability while in Battle Mode have a 50% chance to Stun enemies for 1 turn.

Level 5 – Deals 195% of Physical Damage to all enemies. Major Shott switches to Battle Mode. This effect cannot be prevented or removed. Using the ability again will cancel the Battle Mode. Using this ability while in Battle Mode have a 50% chance to Stun enemies for 1 turn.

Level 6 – Deals 230% of Physical Damage to all enemies. Major Shott switches to Battle Mode. This effect cannot be prevented or removed. Using the ability again will cancel the Battle Mode. Using this ability while in Battle Mode have a 70% chance to Stun enemies for 1 turn.

Flashbang

Level 1 – Inflicts Blindness on all enemies for 1 turn.

Level 2 – Inflicts Blindness on all enemies for 1 turn.

Level 3 – Inflicts Blindness and a Healing Block on all enemies for 1 turn.

Level 4 – Inflicts Blindness for 1 turn and a Healing Block for 2 turns on all enemies.

Level 5 – Inflicts Blindness for 1 turn and a Healing Block for 2 turns on all enemies.

Level 6 – Inflicts Blindness for 1 turn and a Healing Block for 2 turns on all enemies.

Recharge (Passive)

Level 1 – A 20% chance to restore 1 turn to a random ability at the start of a turn.

Level 2 – A 30% chance to restore 1 turn to a random ability at the start of a turn.

Level 3 – A 40% chance to restore 1 turn to a random ability at the start of a turn.

Level 4 – A 50% chance to restore 1 turn to a random ability at the start of a turn.

Level 5 – A 70% chance to restore 1 turn to a random ability at the start of a turn.

Level 6 – Restores 1 turn to a random ability at the start of a turn.

Major, I Cant Feel My Legs (Leadership)

Level 1 – All allied goblins deal 10% more damage if there are any members of the Order in the enemy party.

Level 2 – All allied goblins deal 15% more damage if there are any members of the Order in the enemy party.

Level 3 – All allied goblins deal 20% more damage if there are any members of the Order in the enemy party.

Level 4 – All allied goblins deal 20% more damage if there are any members of the Order in the enemy party. Upon landing a critical hit, goblins have a 20% chance to increase the cooldown of a random enemy ability by 1 turn.

Level 5 – All allied goblins deal 20% more damage if there are any members of the Order in the enemy party. Upon landing a critical hit, goblins have a 35% chance to increase the cooldown of a random enemy ability by 1 turn.

Level 6 – All allied goblins deal 25% more damage if there are any members of the Order in the enemy party. Upon landing a critical hit, goblins have a 50% chance to increase the cooldown of a random enemy ability by 1 turn.

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Runes

Rune Priority

North East: Speed
North West: Potency
South: Crit Chance

Set Priorities:

Speed x4 Potency x2 Damage x4 Potency x2 Crit Chance x6 Potency x6

Substat Priorities:

Speed Potency Damage Crit Chance Survivability

Artifacts

Artifact Priority

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

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