Arno

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Arno

Champion Tier: A

Champion Details

Faction: Clans
Race: Goblin
Role 1: Defender
Role 2:
Role 3:

Key Information

Leader:
Base Speed: 103
Farm: Battlegrounds, Shop

Arno

Arno is a beefy Goblin! He has one of the highest Health and Shield Combo's in the game and can be a pain to deal with. Arno doesn't fit well into a GM lead team as his basic isn't that impressive although he is a great sub on that team for the dragon as his A2 4 hitter helps a lot to increase your damage!

Piercing Shot

Level 1 – Deals 100% of Physical Damage to an enemy. If the target is above 50% of Health, half the damage penetrates the Shield.

Level 2 – Deals 120% of Physical Damage to an enemy. If the target is above 50% of Health, half the damage penetrates the Shield.

Level 3 – Deals 150% of Physical Damage to an enemy. If the target is above 50% of Health, half the damage penetrates the Shield.

Level 4 – Deals 180% of Physical Damage to an enemy. If the target is above 50% of Health, half the damage penetrates the Shield. When dealing damage with this ability, Arno has a 20% chance to gain Accuracy Increase and apply it to all allied goblin rangers for 1 turn.

Level 5 – Deals 220% of Physical Damage to an enemy. If the target is above 50% of Health, half the damage penetrates the Shield. When dealing damage with this ability, Arno has a 40% chance to gain Accuracy Increase and apply it to all allied goblin rangers for 1 turn.

Level 6 – Deals 260% of Physical Damage to an enemy.If the target is above 50% of Health, half the damage penetrates the Shield. While dealing damage with this ability, Arno has a 60% chance to gain Accuracy Increase and apply it to all allied goblin rangers for 1 turn.

Salvo of Destruction

Level 1 – Launches 4 rockets at the enemies, each dealing 65% of Physical Damage.

Level 2 – Launches 4 rockets at the enemies, each dealing 75% of Physical Damage.

Level 3 – Launches 4 rockets at the enemies, each dealing 90% of Physical Damage. Every subsequent hit on the same target has a 50% chance to inflict a Healing Block for 2 turns.

Level 4 – Launches 4 rockets at the enemies, each dealing 110% of Physical Damage. Every subsequent hit on the same target has a 60% chance to inflict a Healing Block for 2 turns.

Level 5 – Launches 4 rockets at the enemies, each dealing 135% of Physical Damage. Every subsequent hit on the same target has a 70% chance to inflict a Healing Block for 2 turns.

Level 6 – Launches 4 rockets at the enemies, each dealing 160% of Physical Damage. Every subsequent hit on the same target has a 80% chance to inflict a Healing Block for 2 turns.

Try if you Dare!

Level 1 – Gains Taunt for 2 turns.

Level 2 – Gains Taunt for 2 turns. Recovers 1% of Health for each living goblin in the party.

Level 3 – Gains Taunt for 2 turns. Recovers 2% Health for each living goblin in the party.

Level 4 – Gains Taunt for 2 turns. Recovers 3% of Health for each living goblin in the party. Inflicts Armor Decrease upon all enemies with Healing Block for 1 turn.

Level 5 – Gains Taunt for 2 turns. Recovers 4% of Health for each living goblin in the party. Inflicts Armor Decrease upon all enemies with Healing Block for 2 turns.

Level 6 – Gains Taunt for 2 turns. Recovers 5% of Health for each living goblin in the party. Inflicts Armor Decrease upon all enemies with Healing Block for 2 turns. Restores 5% of the turn meter for each living goblin in the party to Sergeant Pigwald if he is on the battlefield.

Teamwork (Passive)

Level 1 – Sacrifices 20% of current Health if there is more than one goblin in the party at the start of the turn and applies a Shield to all allied goblins equal to 40% of sacrificed Health. Healing applied to Arno gives a Shield to all allied goblins equal to 5% of restored Health.

Level 2 – Sacrifices 20% of current Health if there is more than one goblin in the party at the start of the turn and applies a Shield to all allied goblins equal to 40% of sacrificed Health. Healing applied to Arno gives a Shield to all allied goblins equal to 10% of restored Health.

Level 3 – Sacrifices 20% of current Health if there is more than one goblin in the party at the start of the turn and applies a Shield to all allied goblins equal to 40% of sacrificed Health. Healing applied to Arno gives a Shield to all allied goblins equal to 15% of restored Health.

Level 4 – Sacrifices 20% of current Health if there is more than one goblin in the party at the start of the turn and applies a Shield to all allied goblins equal to 40% of sacrificed Health. Healing applied to Arno gives a Shield to all allied goblins equal to 20% of restored Health. Applies Haste for 1 turn at the start of battle.

Level 5 – Sacrifices 20% of current Health if there is more than one goblin in the party at the start of the turn and applies a Shield to all allied goblins equal to 40% of sacrificed Health. Healing applied to Arno gives a Shield to all allied goblins equal to 25% of restored Health. Applies Haste for 2 turns at the start of battle.

Level 6 – Sacrifices 20% of current Health if there is more than one goblin in the party at the start of the turn and applies a Shield to all allied goblins equal to 40% of sacrificed Health. Healing applied to Arno gives a Shield to all allied goblins equal to 30% of restored Health. Applies Haste to Arno and the allied goblin rangers for 2 turns at the start of battle.

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Runes

Rune Priority

North East: Speed
North West: Health
South: Health

Set Priorities:

Health x4 Tenacity x2

Substat Priorities:

Survivability

Artifacts

Artifact Priority

Prefered Stat First: Health
Prefered Stat Second: Health
Prefered Stat Third: Health
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Video Guide

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