While he prefers to avoid close combat, Kyros wields tremendous mystical power. He can scatter foes with blasts of raw energy and crush enemies with a massive shockwave.
—Offical Site Description
Pulled into Evenor through the shifting powers of the Gloom[1], Heroic Kyros is the Heroic variant of
Kyros, featuring an Rush-type Echo slot, increased Echo capacity, and altered attributes.
Max stats[edit]
Max stats are derived from level 30 and 0% affinity.
Max Health
|
441
|
Ability Power
|
1625
|
Break Power
|
722
|
Resilience
|
530
|
Crit Rating
|
782
|
Phys Defense
|
803
|
Weapon Power
|
1384
|
Crit Power
|
782
|
Mag Defense
|
803
|
Base stats
[edit]
Stats |
Value
|
Max Health
|
11
|
Resilience
|
11
|
Weapon Power
|
23
|
Ability Power
|
27
|
Crit Rating
|
13
|
Crit Power
|
13
|
Break Power
|
12
|
Phys Defense
|
8
|
Mag Defense
|
8
|
Total
|
120
|
Stats scaling
[edit]
Scaling type |
Value
|
Level
|
18
|
Temper
|
0
|
Total (Level 30)
|
522
|
Acquisition[edit]
Heroic Kyros can only be obtained through the Exalted-tier of the Founders, and has been confirmed to be exclusive to the Founders system.
Heroic Kyros is considered to be a separate Wayfinder to
Kyros, and will earn experience separately. Compared to his base version, Heroic Kyros has been confirmed to have:
- An Rush-type Echo slot[2]
- +1 Echo capacity per level (a total bonus of 30 capacity)[3]
- 5% Total Increase in base stats stats, divided between Weapon and Ability Power. Final distribution is not yet known.[4][5]
Heroic Kyros can be Awakened with normal Kyros parts. The Awakening system will not be in at the start of Early Access. As part of the Archetype system that will be implemented, leveling and Awakening Heroic Kyros offers no real advantage over normal Kyros, since the system has a cap. As we learn more about both system, we will see how Awakening affects Archetype, as the two systems are linked in some way. [6][7]
Wayfinder abilities[edit]
Arcane Fragments grant extra charges of Savage Rake. Generate Arcane Fragments by using Siphon Radiant on enemies, landing combo finishers, and from various Ability Upgrades.
Rakes the ground with violent energy, dealing damage to all enemies in front of Kyros. Arcane Fragments can be consumed to cast Savage Rake without using an ability charge.
- Level 1: Increases Rake damage by 10%.
- Level 2: Unlock a third Savage Rake combo finisher which deals an extra 25% damage.
- Level 3: Hitting a target with Savage Rake heals Kyros a small amount.
CHARGES: 2
DAMAGE MODIFIER: 2.1 / 2.4 (Lv1) / 3 (Lv2)
HEAL MODIFIER: 0.5 (Lv3)
Releases a wave of energy around Kyros that damages enemies and absorbs arcane power, reducing cooldowns and granting an Arcane Fragment.
- Level 1: Cooldown reduction increased to 50%.
- Level 2: Siphon Radiant generates one fragment per enemy hit, up to the fragment cap.
- Level 3: Increases damage taken for 10 seconds.
DAMAGE MODIFIER: 0.3 + 1.2
BREAK MODIFIER: 0.2 + 0.2
COOLDOWN REDUCTION: 33% / 50% (Lv1)
INCOMING DAMAGE MULTIPLIER DEBUFF: 10% (Lv3)
INCOMING DAMAGE MULTIPLIER DEBUFF DURATION: 10s (Lv3)
Marks enemies in the immediate area. Mark increases in power as the marked target is hit. After reaching max power or after 8 seconds, the mark explodes, dealing damage based on the power of the mark.
- Level 1: Increases explosion damage by a moderate amount.
- Level 2: Increases effect radius of Arcane Focus.
- Level 3: Deals a small amount of damage each time you hit a target with Arcane Focus.
DURATION: 8s
DAMAGE MODIFIER: 1.5 ~ 6 (16 hits) / 1.65 ~ 6.6 (16 hits) (Lv1)
BREAK MODIFIER: 0.4 ~ 3.4 (16 hits)
HIT MODIFIER: 0.2 (Lv3)
Deals massive damage to enemies in a large radius around Kyros.
- Level 1: Slows enemies by 50% for 6 seconds.
- Level 2: Generates an arcane fragment per enemy hit.
- Level 3: Increases damage by 15%.
MODIFIER: 14 / 16 (Lv3)
BREAK MODIFIER: 2
SLOW DEBUFF: 50% (Lv1)
SLOW DEBUFF DURATION: 6s (Lv1)
Archetype abilities[edit]
Defeating enemies has a chance to spawn an Innervation Orb, which can be consumed by the Arcanist or their allies to increase Ability Power.
Arcanists benefit from the largest invincibility window when dodging attacks with their Blink, and also travel an increased distance.
Unlock Level |
Icon |
Name |
Perks
|
5
|
|
Ultimate Orb
|
Each Arcane Fragment that is consumed by Savage Rake will slightly charge your ultimate meter.
|
15
|
|
Ultimate Focus
|
Hits against a target with Arcane Focus will slightly charge your ultimate meter.
|
5
|
|
Vicious Rake
|
Increases damage dealt after using an Arcane Fragment by 5% for 5 seconds, stacking up to 3 times.
|
15
|
|
Vicious Protection
|
Decreases incoming damage after using an Arcane Fragment by 3% for 8 seconds, stacking up to 5 times.
|
5
|
|
Infused Orbs
|
Grants a 50% chance to gain an Arcane Fragment when picking up an Innervation Orb.
|
15
|
|
Excess Orbs
|
Increases max possible Arcane Fragments by 2, up to 5.
|
Mastery[edit]
Mastery 1Using a Weapon Ability grants 5% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 2
Using a Weapon Ability grants 7.5% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 3Using a Weapon Ability grants 10% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 1Basic weapon attacks have a 10% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 2
Basic weapon attacks have a 15% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 3Basic weapon attacks have a 20% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 1Blocking an attack has a 10% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 2
Blocking an attack has a 15% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 3Blocking an attack has a 20% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 1Momentum causes your weapon attacks to deal up to 10% of your Ability Power as bonus Ability Damage, based on how full it is.
Mastery 2
Momentum causes your weapon attacks to deal up to 15% of your Ability Power as bonus Ability Damage, based on how full it is.
Mastery 3Momentum causes your weapon attacks to deal up to 15% of your Ability Power as bonus Ability Damage, based on how full it is. When you reach full Momentum, your next attack will send out a bolt of arcane energy that deals 20% of Ability Power as damage to a nearby enemy that then chains to 2 additional enemies. This effect has a 15 second cooldown.
Mastery 1Heavy attacks have a 10% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 2
Heavy attacks have a 15% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 3Heavy attacks have a 20% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 1Using a Weapon Ability grants you and nearby allies 5% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 2
Using a Weapon Ability grants you and nearby allies 7.5% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 3Using a Weapon Ability grants you and nearby allies 10% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 1Dual Blade Finishers, that consume Flourish Points, spawn an Innervation Orb when hitting an enemy.
Mastery 2
Dual Blade Finishers, that consume Flourish Points, spawn 2 Innervation Orbs when hitting an enemy.
Mastery 3Dual Blade Finishers, that consume Flourish Points, spawn 3 Innervation Orbs when hitting an enemy.
Mastery 1Enemies take 10% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 2
Enemies take 15% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 3Enemies take 20% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 1Shadow Hits from Blade Dance deal additional Ability Damage equal to 20% of Ability Power.
Mastery 2
Shadow Hits from Blade Dance deal additional Ability Damage equal to 30% of Ability Power.
Mastery 3Shadow Hits from Blade Dance deal additional Ability Damage equal to 40% of Ability Power.
Mastery 1You have a chance to spawn an Innervation Orb from yourself when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 2
You have a chance to spawn an Innervation Orb from yourself and a nearby enemy when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 3You have a chance to spawn an Innervation Orb from yourself and 2 nearby enemies when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 1Eagle Eye shots have a 50% chance to spawn an Innervation Orb at the target.
Mastery 2
Eagle Eye shots have a 75% chance to spawn an Innervation Orb at the target.
Mastery 3Eagle Eye shots have a 100% chance to spawn an Innervation Orb at the target.
Mastery 1Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 30% of Ability Power.
Mastery 2
Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 45% of Ability Power.
Mastery 3Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 60% of Ability Power.
References[edit]
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