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
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.
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 x6Substat Priorities:
Speed Potency Damage Crit Chance SurvivabilityArtifacts
Artifact Priority
Prefered Stat First: | Potency |
Prefered Stat Second: | Damage |
Prefered Stat Third: | Health |