How Shields works
Ordinary duration10 seconds
Relic lasting duration99 seconds
Hero/rank lasting duration999 seconds
Multiple shieldsShortest duration consumed first
Temporary hit points that absorb normal, true, and damage-over-time damage before HP.
Items that use Shields
| Item | Classification | Relevant effect or role |
|---|---|---|
Amulet of Shields | Epic | +200 Max HP , +8 Mana Regen Whenever the holder applies Shields , apply 25 % more. |
Cleric's Circlet | Epic | +200 Max HP , +50 Magic Quest: Apply 10000 Shields Reward: Whenever the holder applies Shields, also heal for 50 % of the Shields applied. |
Cleric's Scroll | Rare | +8 Mana Regen Quest: Apply 2500 Shields . Reward: After Stall ( 20 ), remove 50 % of all Debuffs from all Heroes. |
Greedy Gauntlet | Unique | +200 Max HP On Shards generated, give all Heroes 1250 Shields . |
Guardian's Lantern | Rare | +400 Max HP At start of combat, the holder and adjacent Heroes gain a Shield equal to 10 % of the holder's Max HP . |
Hasty Vest | Unique | +200 Max HP On Rush trigger, gain 250 Shields . |
Runic Buckler | Rare | +60 Defense At start of combat, the holder gains a Shield equal to 400 % of their Defense . |
Shattering Charm | Epic | +25 Magic , +4 Mana Regen , +25 Starting Mana Whenever the holder Shields another Hero, damage all enemies equal to 33 % of the Shield applied. |
Shielding Ring | Unique | +100 Max HP , +2 Mana Regen Quest: Apply 750 Shields . Reward: Gain 10 Shards . |
Shielding Vest | Unique | +200 Max HP At start of combat, gain 500 Shields . |
Spiked Plate | Rare | +400 Max HP Quest: Take 2500 Shield damage. Reward: Reflect 33 % of Shield damage taken back to the source. |
Relics that use Shields
| Relic | Classification | Relevant effect or role |
|---|---|---|
Acceleration Resonator | Unique | On Rush trigger, Heroes gain 250 Shields . |
Arcane Energy Crystal | Legendary | Whenever a Mage or Mystic casts , they deal damage equal to 100 % of their Magic to all enemies and apply Shields equal to 1000 % of their Mana Regen to all Heroes. |
Deceleration Aegis | Epic | After Stall ( 15 , Stall 30 , and Stall 45 ), Heroes gain 700 lasting Shields . |
Deceleration Reactor | Rare | On Stall trigger, give Heroes a 10 % Max HP Shield and 8 Mana . |
Defensive Energy Crystal | Legendary | At start of combat, Tanks and Vanguards gain Shields equal to 100 % of their Max HP . After Stall ( 20 and Stall 40 ), Tanks and Vanguards gain Shields equal to 1000 % of their Defense . |
Demon's Fury | Act Boss | Whenever an enemy reaches 50 % remaining Max HP , it gains 20 Attack Speed and Shields equal to 10 % of its Max HP . |
Generation Conduit | Rare | Quest: Generate 25 Shards . Reward: On Shards generated, Heroes gain 15 Crit and 500 Shields . |
Glacial Guard Prism | Epic | Whenever a Hero inflicts Frost , they gain 6 Shields per Frost inflicted. |
Mystic's Abundance Engine | Legendary | Heroes gain 8 Mana Regen . Whenever a Mystic Shields a Hero, give that Hero lasting Shields equal to 50 % of the Shield applied. |
Mystic's Barrier Banner | Unique | Whenever a Mystic casts , they Shield the lowest-health Hero equal to 500 % of their Mana Regen . |
Mystic's Inundation Prism | Epic | Whenever a Mystic Shields a Hero, damage their nearest enemy for 50 % of the Shield applied. |
Mystic's Memento | Rare | At start of combat, Heroes gain a 15 % Max HP Shield per Mystic in combat. |
Mystic's Protection Banner | Unique | Whenever a Mystic casts , they Shield the nearest Hero equal to the total number of Debuff stacks on all enemies. |
Protective Differentiator | Rare | After Stall ( 15 and Stall 30 ), give Heroes a lasting 1 % Max HP Shield for each time you've rerolled the shop this game. |
Shard Resonator | Unique | On Shards generated, Heroes gain 1000 Shields . |
Shelter Mandate | Legendary (Quest) | Quest: Apply 30000 Shields . Reward: Increase your team size by 1 (Max: 5 ). |
Shield Accumulator | Unique | Quest: Apply 1250 Shields . Reward: Gain 15 Shards . |
Shield Ascendancy | Epic | Quest: Apply 15000 Shields . Reward: Heroes gain + 50 % Defense and + 50 % Crit while Shielded . |
Shield Bastion | Rare | After Stall ( 15 ), Heroes gain a lasting 33 % Max HP Shield . |
Shield Bauble | Unique | At start of combat, heroes gain 250 lasting Shields . |
Shield Conduit | Rare | Quest: Apply 7500 Shields . Reward: Heroes gain 100 Attack and 100 Magic while Shielded . |
Shield Converter | Epic | Whenever a Hero gains Shields from any source but itself, damage the nearest enemy to them for 33 % of the Shield applied. |
Shield Fragmentation Engine | Legendary | Whenever an enemy damages a Hero's Shields , deal 250 % of the damage back to the source. |
Shield Generator | Common | At start of combat, Heroes gain 400 lasting Shields . |
Shield Investment Filigree | Epic | At start of combat and after Stall ( 20 ), spend 1 Shard to apply lasting Shields to all Heroes, then permanently increase the amount of Shields this applies by 50 . |
Shield Repriser | Rare | Whenever an enemy damages a Hero's Shields , deal 75 % of the damage back to the source. |
Shield Vessel | Common | Quest: Apply 2500 Shields . Reward: Heroes gain 30 Magic and 30 Attack . |
Temporal Alignment Crystal | Legendary | On Stall trigger, deal 8 damage to all enemies for each Rush you've triggered this game. On Rush trigger, give 8 lasting Shields to all Heroes for each Stall you've triggered this game. |
Trigger Safeguard Activator | Epic | On Stall or Rush trigger, give Heroes a lasting 10 % Max HP Shield and 2 Mana Regen . |
Vanguard's Aegis Banner | Unique | At start of combat, Vanguards gain Shields equal to 25 % of their Max HP . |
Vanguard's Emblem | Rare | Every 5 seconds if there is a Vanguard in combat, Heroes gain 150 Shields . |
Warrior's Aegis Banner | Unique | At start of combat, Warriors gain a lasting Shield equal to 500 % of their Attack . |
Warrior's Bloodshield Engine | Legendary | Heroes gain 50 Attack . Whenever a Warrior deals damage, they gain lasting Shields equal to 15 % of the damage dealt. |
Heroes that create or scale Shields
| Hero | Classification | Relevant effect or role |
|---|---|---|
Aria | Mage | Channel an energy beam for 2.5 seconds. Each half second, deal 15 (+ 100% Magic ) damage, inflict 1 per 15 Magic Frost , and inflict 1 per 10 Magic Burn to all enemies inside the beam. |
Dragomir | Assassin | Gain 1 (+ 10% Crit ) Omnivamp , then deal 250 (+ 200% Magic , + 1000% Omnivamp ) damage. On kill, gain 2 (+2 per rank ) Shards . |
Fiona | Mystic | Spark a protective vault. Apply 250 (+ 250% Magic ) Shields to the 1 (+ 1 per 12 Mana Regen ) lowest current % Max HP Heroes. |
Grace | Mystic | Bless the lowest % Max HP Hero, applying 125 + 125 | 250 | 500 | 750% Magic Shields for 5 (+ 25% Mana Regen ) seconds and healing them for half that amount. After Stall ( 20 ), this ability can target and resurrect dead Heroes. |
Gustav | Mystic | Create a Blizzard for 5 seconds. Each second, inflict 1 (+ 1 per 8 Mana Regen ) Frost and deal 10 (+ 50% Magic ) damage to enemies inside the Blizzard. Shield Heroes inside it for 10 (+ 75% Magic ) . |
Hoyoung | Assassin | Fire an arrow at the farthest enemy. It deals 250 (+ 250% Attack , + 250% Magic ) damage and gains 100% Crit + 50% Rank additional Crit . |
Kai | Warrior | Charge up a mighty attack, gaining 300 (+ 400% Attack , + 250% Magic ) Shields . After 2 seconds, deal 100 (+ 100% Attack ) damage plus bonus damage equal to Kai's remaining Shields to surrounding enemies. |
Karsu | Duelist | Loose a volley of 5 arrows at nearby enemies. Each arrow deals 25 (+ 100% Attack , + 100% Magic ) damage and inflicts 4 (+ 1 per 15 Attack Speed ) Frost . |
Logan | Warrior | Swing a crushing axe to deal 150 + 100 | 200 | 400 | 600% Attack + 200% Magic damage. Logan gains power by dealing damage with this ability. |
Ming | Vanguard | Each second, inflict 1 per 650 Max Health Burn on adjacent enemies. For Rush ( 5 ), double the Burn . |
Niklas | Vanguard | When Niklas survives combat, consume the item in his left-most item slot. Permanently gain 100 % of its stats and gain Shards equal to 80 % its value . For Rush ( 14 ), auto attacks inflict 1 (+ 1 per 500 Max Health ) Burn per equipped item. |
Pollen | Mystic | Create a flower field for 5 seconds. Each second, inflict 1 (+ 1 per 8 Mana Regen ) Poison on enemies and apply 10 (+ 100% Magic ) Shields to Heroes inside the flower field. Each second after Stall ( 15 ), heal Heroes inside the flower field for 10 (+ 50% Magic ) . |
Ratna | Mage | Conjure celestial magic to deal 190 + 150 | 250 | 450 | 750% Magic damage. On kill, permanently gain 10 (+10 per rank ) Magic . On Crit, Stun all enemies for .5 (+.5 per rank ) seconds. |
Reyna | Warrior | Unleash a 3 -punch combo. Each punch counts as an auto attack that deals 100 (+ 100% Attack , + 50% Magic ) % damage (Max: 500 %) and gives Reyna lasting Shields equal to 33 % of the damage dealt. |
Rip | Vanguard | For Rush ( 10 ), gain 5% Max Health Attack . Whenever Rip or an enemy adjacent to him first drops below 50 % Max HP , refresh all of his Rush abilities and gain 2% Max Health Attack Speed . |
Rowan | Vanguard / Tank | After Stall ( 10 ), gain 2 (+ 1 per 100 Max Health , + 1 per 15 Defense ) HP/S . |
Sal | Mage | Sal empowers her attacks, causing them to also hit the nearest enemy to Sal's target, dealing 10 (+ 50% Magic ) bonus damage and inflicting 1 (+1 per rank ) Frost . This ability stacks. |
Skorn | Tank | When auto attacked after Stall ( 10 ), deal 2 (+ 100% Magic ) damage and inflict 1 per 50 Defense Poison on the attacker. |
Tilly | Warrior / Duelist | Gain 25% Attack Attack Speed and 25% Attack Speed Attack . Every 25 auto attacks, gain 2 (+2 per rank ) Shards . |
Enemies related to Shields
| Enemy | Classification | Relevant effect or role |
|---|---|---|
Mushroom Tank | Melee | Deal 100 (+ 150% Attack ) damage and Stun all adjacent enemies for 2 seconds. |
Demon | Melee | Gain 10% Max Health Shields and inflict 33% Attack Burn on all enemies. |
How to use Shields in a run
Shield timing is crucial. A large shield that expires before enemy burst may be weaker than a smaller shield applied at the right moment.
- Check the trigger condition.Range, Crit, cast, target, Rush, Stall, and quest requirements decide whether the effect appears at all.
- Check the first application.Timing can matter more than the final stack count, especially against an opening threat.
- Separate trigger from amplifier.Confirm the team can create the effect before buying equipment that only improves it.
































































