100% Mystic

Hero Damage
Weapon

Weapon
Hero Damage

  • Madness’ Embrace

    14
    Increases Call to Madness duration by 0.5-7.5s.
    MysticWeaponChaos 5
  • Thundering Call

    12
    Increases Call to Madness range by 4-40%.
    MysticWeaponChaos 1
  • Thunderstruck

    12
    Your primary attacks have a 26% chance on hit to drench enemies for 7 seconds and your primary attacks deal an additional 40% damage as storm damage. Storm damage has a 3 second cooldown.
    ALLWeaponMastery, 470 stars
Armor
Helmet

Helmet
Armor

  • Inspiration

    12
    Reduces the cooldown of your abilities by 4-40%.
    ApprenticeAdeptSquireHuntressMonkInitiateLavamancerDryadMysticGunwitchHelmetChaos 2
  • Serpent’s Appeasement

    12
    Increases Appeasement gained by 60-300%.
    MysticHelmetChaos 2
  • Worm Scarf

    12
    Reduces the damage you take from enemies by 3-15%.
    ALLHelmetCampaign
Armor
Chest

Chest
Armor

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Power Gambit

    20
    Increases your Hero Damage by 10-50%, but increase damage taken from enemies by 60-20%.
    ALLChestChaos 7
  • Retribution

    20
    When you take damage, you have a 2-20% chance of dealing 125-425% of your Armor as damage to your attacker.
    ALLChestCampaign
Armor
Gloves

Gloves
Armor

  • Beacon Of The Storm

    20
    Once per second your primary attack spawns a lightning ball that deals 10-50% of your Hero Damage as storm damage. Bounces up to 3 times.
    ALLGlovesChaos 4
  • Debilitating Madness

    14
    Call to Madness increase the target's damage taken by 3-45%.
    MysticGlovesChaos 5
  • Serpent’s Kiss

    20
    Secondary Attacks inflict poison on enemies, dealing 10-210% of Hero Health as damage per second for 1-5 seconds.
    MysticGlovesChaos 7
Armor
Boots

Boots
Armor

  • Quake

    20
    You have a 10-50% chance when landing to deal 50-250% of your Ability Power as earth damage to nearby enemies.
    ALLBootsChaos 2
  • Radiant Critical Power

    5
    Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%.
    ALLBootsMastery, 260 stars
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
Serpent's Coil

Serpent's Coil:

Snaking Sands

Snaking Sands:

Sand Viper

Sand Viper:

Vipers Fangs

Vipers Fangs:

  • Fortification

    16
    Increases Defense Health of the affected tower by 2-34%.
    ALLRelicCampaign
  • Power Pylon

    18
    Increases the Defense Power of nearby defenses to 102-120%. Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard.
    ALLRelicChaos 7
  • Enduring Bubble

    10
    Increases Viper's Fang bubble duration by 1-2 seconds.
    MysticRelicChaos 1
Obelisk

Obelisk:

  • Automation

    20
    Each time your defense attacks, it heals for 2% of its max health. Cooldown of 0.7 seconds.
    ALLRelicMastery, 680 stars
  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Vampiric Empowerment

    14
    Increases the Defense Power of the affected tower by 4-60% of its Defense Health.
    ALLRelicChaos 5

Hero: Call to Madness is your main CC, Use your LT for ATK, and if you don’t have thunderstruck then use burning strikes with shadow flame knife. Use radiant critical power IF you have it.

Building(might want to have separate hero)

You already have Viper Fangs(totem)

Serpents coil: Medallion(Heal thing)

Power transfer, Deadly strikes, and Defensive Critical damage

Sand viper: Medallion(ATK snake

Split Viper,deadly strikes, and power transfer

Sand trap: Medallion or mark

Power Transfer, Deadly strikes, and defensive critical damage

OBELISK:

with these shards it can tank  a lane, but will not be targeted so place carefully, If you want to use it as a booster, swap it to medallion and instead of Automation use empowering blasphemy

 

 

 

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