All-purpose Squire

Hero DamageStorm DamageHero Critical Hit DamageHero Health
Weapon

Weapon
Hero DamageStorm DamageHero Critical Hit DamageHero Health

  • Betsy’s Empowered Beam

    15
    Primary attacks fire a piercing sonic projectile that deals 105-150% Hero Damage as magical damage.
    SquireWeaponChaos 4
  • Burning Strikes

    20
    2-20% chance on hit to burn target for 20-180% of your Hero Damage stat as magical fire damage each second for 1-5 seconds.
    ALLWeaponChaos 5
  • Howling Feast

    14
    Your Primary attacks generate 1 Feast stack, while at 10 stacks, increase your Hero Damage by 2-30%. One stack wears off every 3 seconds.
    DryadSquireWeaponChaos 6
ArmorHero DamageHero Critical Hit DamageHero Health
Shield

Shield
ArmorHero DamageHero Critical Hit DamageHero Health

  • Enduring Provocation

    14
    Provoke lasts an additional 0.5-7.5 seconds.
    SquireShieldChaos 5
  • Enduring Slam

    15
    Seismic Slam stun duration increased by 0.5-5 seconds.
    SquireShieldChaos 7
ArmorHero DamageHero Critical Hit DamageHero Health
Helmet

Helmet
ArmorHero DamageHero Critical Hit DamageHero Health

  • Brain Of Confusion

    12
    When you take damage you have a 3-15% chance to confuse nearby enemies for 3 seconds. This effect has a 15 second cooldown.
    ALLHelmetChaos 6
  • Electric Retribution

    20
    When you take damage, you have a 2-25% chance of dealing 125-450% of your Armour as storm damage to your attacker.
    ALLHelmetChaos 4
  • Worm Scarf

    12
    Reduces the damage you take from enemies by 3-15%.
    ALLHelmetCampaign
ArmorHero DamageHero Critical Hit DamageHero Health
Chest

Chest
ArmorHero DamageHero Critical Hit DamageHero Health

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Fight Me Not

    20
    Defenses will deal 5-25% more damage to enemies targetting the Squire.
    SquireChestChaos 3
  • Power Gambit

    20
    Increases your Hero Damage by 10-50%, but increase damage taken from enemies by 60-20%.
    ALLChestChaos 7
ArmorHero DamageHero Critical Hit DamageHero Health
Gloves

Gloves
ArmorHero DamageHero Critical Hit DamageHero Health

  • 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
  • Construction

    20
    Increases repair and upgrade speed during Combat Phase by 25-75%.
    ALLGlovesCampaign
  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
ArmorHero DamageHero Critical Hit DamageHero Health
Boots

Boots
ArmorHero DamageHero Critical Hit DamageHero Health

  • 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
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
  • Swift Provocation

    12
    Provoke movement speed buff increased by 10-154.
    SquireBootsCampaign
Defense Critical Hit DamageDefense SpeedDefense PowerDefense Health
Cannonball

Cannonball: Mark
Defense Critical Hit DamageDefense SpeedDefense PowerDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defensive Critical Damage

    16
    Increases the Defense Crit Damage of the affected tower by 2-34%.
    ALLRelicCampaign
  • Heavy Cannonball

    20
    Cannonball tower has a 5-15% chance to spawn a heavy cannonball that pierces up to 1-10 target(s) dealing 120-1150% of the Cannonball tower's damage.
    SquireRelicChaos 5
Defense HealthDefense SpeedDefense PowerDefense Critical Hit Damage
Spiked Blockade

Spiked Blockade: Totem
Defense HealthDefense SpeedDefense PowerDefense Critical Hit Damage

  • 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
  • Sharpened Spikes

    14
    Blockade has a 2-30% chance to stun enemies hit for 1-3 seconds.
    ALLRelicChaos 6
Defense PowerDefense SpeedDefense Critical Hit DamageDefense Health
Ballista

Ballista: Medallion
Defense PowerDefense SpeedDefense Critical Hit DamageDefense Health

  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Defensive Critical Damage

    16
    Increases the Defense Crit Damage of the affected tower by 2-34%.
    ALLRelicCampaign
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Defense HealthDefense SpeedDefense PowerDefense Critical Hit Damage
Dummy

Dummy: Totem
Defense HealthDefense SpeedDefense PowerDefense Critical Hit Damage

  • Fortification

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

    10
    When the affected tower takes damage, it has a 5-15% chance to increase it's Attack Rate by 50% for 1-4 seconds. Does not work with Auras and Traps.
    ALLRelicChaos 2
  • Sharpened Spikes

    14
    Blockade has a 2-30% chance to stun enemies hit for 1-3 seconds.
    ALLRelicChaos 6

This is mainly a waller for C7, but i like to utilize it to maximum and if i’m farming lower tiers for shards, i’m using him for cannons/ballistas. With [Howling Feast], [Power Gambit] and fastest weapon possible this one can deliver some nice damage

Ascension:

  • Offense: Hero damage
  • Defense: DSpeeed > Spike HP > Cannon/Ballista DMG, if you are using Mark on one and Medallion with [Power Transfer] on another, put points in one with Medallion first
  • Utility: DCC > Cannonball/Ballista Gambits (whatever you prefer/use)

You can play with Shards on Cannonballs/Ballistas, if you need some anti-assasin aid, use [Heavy Cannonball]/[Stun Fire] instead [Deadly Strikes] and simply be careful with placing your towers. I don’t use Medallion with [Power Transfer]+[Defensive Critical Damage] on Cannonballs, because Mark with [Defensive Critical Damage] gives satisfying results and i have 1 shard slot free. After getting fully upgraded C7 Mark with 9k+ Dspeed, attack rate of Cannons (~0,9) is close to cap (0,75), so i’m dropping [Defense Rate] for extra CC and dmg from [Heavy Cannonball].

On Walls i have [Fortification] and [Power Pylon], but i’m not positioning my defenses to benefit from it since boost is too low to notice anyway, but if something will benefit from [Power Pylon], it would be nice ;] On lower tiers [Sharpened Spikes] are good for assassins [Shielding Guard] if mobs actually are getting to your walls.

Ballista doesn’t need [Deadly Strikes] since it only affects it’s TARGETING range, it’s actual attack range is bigger (as far as bolt will travel). In my opinion it is most optimal shards setup for this tower.

Crits from Cannons/Harps will vary between 3-5mln and goes up depending on your gear (c6-c7).

C1, C2, C3, C4, C5, C6, C7 camp, trials, inc, ons
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