Heroic Kyros

Heroic Kyros
Heroic Kyros
Archetype Arcanist
Starting Weapon Epitaph
Complexity
Statistics
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, awakening 3, and 0% affinity.

Max Health 479 Ability Power 1762 Break Power 783
Resilience 574 Crit Rating 848 Phys Defense 870
Weapon Power 1501 Crit Power 679 Mag Defense 870

Data[edit]

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
Awakening 18
Total (Level 30) 576

Echo slots
[edit]

Level Slot type

1 Attack
1 Attack
1 Rush
8 Cross
16 Rush
24 Balance

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.

Notes[edit]

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
Arcane Fragments
Passive
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.

MAX STACK: 3

Savage Rake
Savage Rake
Active
🕒15s
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)

Siphon Radiant
Siphon Radiant
Active
🕒30s
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)

Arcane Focus
Arcane Focus
Active
🕒30s
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)

Hand of Reckoning
Hand of Reckoning
Active
Ultimate
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]

Innervation Orbs
Innervation Orbs
Passive
Mechanic
Defeating enemies has a chance to spawn an Innervation Orb, which can be consumed by the Arcanist or their allies to increase Ability Power.
Blink
Blink
Passive
Dodge
Arcanists benefit from the largest invincibility window when dodging attacks with their Blink, and also travel an increased distance.

Affinity perks[edit]

Unlock
Level
Icon Name Perks
Instinct
5 Ultimate Orb Ultimate Orb Each Arcane Fragment that is consumed by Savage Rake will slightly charge your ultimate meter.
15 Ultimate Focus Ultimate Focus Hits against a target with Arcane Focus will slightly charge your ultimate meter.
Discipline
5 Vicious Rake Vicious Rake Increases damage dealt after using an Arcane Fragment by 5% for 5 seconds, stacking up to 3 times.
15 Vicious Protection Vicious Protection Decreases incoming damage after using an Arcane Fragment by 3% for 8 seconds, stacking up to 5 times.
Focus
5 Infused Orbs Infused Orbs Grants a 50% chance to gain an Arcane Fragment when picking up an Innervation Orb.
15 Excess Orbs Excess Orbs Increases max possible Arcane Fragments by 2, up to 5.

Mastery[edit]

Latent Overflow
Latent Overflow
Passive
Mastery 1
Using 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 3
Using a Weapon Ability grants 10% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Infused Blade
Infused Blade
Passive
Mastery 1
Basic 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 3
Basic weapon attacks have a 20% chance to deal 100% of your Ability Power as bonus Ability Damage.
Infused Shield
Infused Shield
Passive
Mastery 1
Blocking 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 3
Blocking an attack has a 20% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.

Arcane Buildup
Arcane Buildup
Passive
Mastery 1
Momentum 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 3
Momentum 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.
Arcane Eruption
Arcane Eruption
Passive
Mastery 1
Heavy 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 3
Heavy attacks have a 20% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Momentum Dispersal
Momentum Dispersal
Passive
Mastery 1
Using 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 3
Using a Weapon Ability grants you and nearby allies 10% Ability Power per level of momentum consumed. Lasts 10 seconds.

Flowing Blades
Flowing Blades
Passive
Mastery 1
Dual 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 3
Dual Blade Finishers, that consume Flourish Points, spawn 3 Innervation Orbs when hitting an enemy.
Arcane Riposte
Arcane Riposte
Passive
Mastery 1
Enemies 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 3
Enemies take 20% more damage for 6 seconds after being hit by a successful Parry attack.
Arcane Dance
Arcane Dance
Passive
Mastery 1
Shadow 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 3
Shadow Hits from Blade Dance deal additional Ability Damage equal to 40% of Ability Power.

Arcane Reload
Arcane Reload
Passive
Mastery 1
You 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 3
You 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.
Arcane Eye
Arcane Eye
Passive
Mastery 1
Eagle 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 3
Eagle Eye shots have a 100% chance to spawn an Innervation Orb at the target.
Magic Chamber
Magic Chamber
Passive
Mastery 1
Rifle 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 3
Rifle 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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