Harry

Harry Guide

Description

The Wild Hero Harry Magnum Quest is an excellent tank for any combination. He has good AOE damage, which inspires allies, increases ATK and Haste (probably the most useful parameter in the game). It also demoralizes enemies by taking away Haste.

The AOE damage that he inflicts on enemies is converted into his own HP, which allows him to stay in the thick of the battle for a long time.

Harry has an interesting passive effect, the strength of which depends on the number of living allies on the battlefield. He gains up to 15% protection and damage reduction for EACH ally. At the maximum level, this reaches 60%.

The hero will definitely usefull in the faction dungeons, but also on bosses, he has a debuff in his arsenal to increase the incoming damage to the target.

Sets

Guardian (sun) / Courage (fist)

Runes

Blue/Green (-DMG, CRIT RES)

RarityLegendary V
FactionWild
TypeStrenght
RoleTank
Role 2Survive/Buff
Health882K
Attack53K
Defense8771

General mode

BattleS
ArenaA
DungeonsS
TrialS
CampaignS

Guild Bosses

Guild BossS
BillS
GilaS
MonroeS
DerlaS

Demons

ShatrolB
FafnirC
DumtiorC
AshA
Overall
S

Skills

Master of War [Lv.3]

Harry beats the drums, dealing 80% ATTACK damage to all surrounding enemies and inspiring two allied units closest to him. Inspired units gain additional ATTACK equal to 30% of Harry’ s and 40 points of HASTE for 10 seconds.

LV2 (101 lvl): The ATTACK bonus increases to 40% and the HASTE bonus to 50 points.
LV3 (201 lvl): The drumbeats inspire all allied units.

Gut Punch [Lv.4]

Harry orders Little One to throw a heavy punch at an enemy target, which deals 120% ATTACK damage and knocks it to the [ground]. Afterwards, the target’ s damage intake increases by 10% for 12 seconds.

LV2 (26 lvl): The damage inflicted by the heavy punch increases to 140% ATTACK.
LV3 (126 lvl): Additional damage taken by the target increases to 20%.
LV4 (226 lvl): If the target is killed while this skill is active, the deliverer of the killing blow gains 40 points of CRITICAL HIT CHANCE and CRITICAL HIT DAMAGE for 10 seconds.

Healing Noise [Lv.3]

Harry orders Little One to stomp the [ground] for 10 seconds, lowering HASTE of all surrounding enemies by 30 points with each stomp dealing 60% ATTACK damage to them. In the meantime, Harry restores his HP by the amount equal to 30% of the total damage taken by all surrounding enemies.

LV2 (151 lvl): The damage inflicted by each stomp increases to 80% ATTACK.
LV3 (251 lvl): Restored HP increases to 40% of the total damage taken by all surrounding enemies.

Devil’s Teamwork [Lv.3]

With each allied unit (aside from Harry) present on the battlefield, Harry’s DEFENSE increases and damage intake decreases by 10%.

LV2 (176 lvl): The intensity of the effects granted by each allied unit increases to 12%.
LV3 (276 lvl): The intensity of the effects granted by each allied unit increases to 15%.

Starmap

Introduction

Harry is a very useful hero as a tank and as a buffer. His passive ability increases his defense level depending on the number of living allies.

In the Starmap, special attention should be paid to the protective attributes.

We give universal recommendations on attributes and skills for a hero. For example, if you already have a 50% chance of crit, then you should choose another characteristic in the branch of the Starmap.

Starmap Calculator

Harry Starmap
Skill 1
Skill 1
HP
Skill 2 (Activate Skill)
Skill 2
Sigil of Wild
The hero gains 6 points of LEECH
Skill 3
skill_3_atk
ATK
skill_3_def
DEF
Recommended
skill_3_hp
HP
Skill 4
skill_4_crit_res
CRIT RES (%)
Recommended
skill_4_cri_dmg_res
CRIT DMG RES (%)
skill_4_phydmg
-PHYDMG TAKEN (%)
Skill 5
skill_5_atk
ATK
skill_5_def
DEF
Recommended
skill_5_hp
HP
Skill 6
skill_6_ddg
DDG
Recommended
skill_6_crit_dmg_res
CRIT DMG RES (%)
skill_6_phydmg_taken
-PHYDMG TAKEN (%)
Skill 7 (Activate Skill)
skill_7_1
Armor of Confusion
Each time the hero is attacked, it lowers the ACCURACY of all surrounding enemies by 20 points for 3 seconds. This skill can be triggered at most once every 5 seconds.
skill_7_2
Shiny Armor (Recommended)
The hero gains 30% additional DEFENSE at the beginning of the battle and this buff is removed when HP drops below 30%. This skill can be triggered only once per battle.
skill_7_3
Weakening Touch (Recommended)
Each time the hero is attacked, it lowers the attacker's ATTACK by 1%, this effect caps at 10%.
Skill 8
skill_8_atk
ATK (%)
skill_8_def
DEF (%)
Recommended
skill_8_hp
HP (%)
Skill 9
skill_9_ddg
DDG
Recommended
skill_9_magmdg_taken
-MAGDMG TAKEN (%)
skill_9_crit_res
CRIT RES (%)
Skill 10
skill_10_atk
ATK (%)
skill_10_def
DEF (%)
Recommended
skill_10_hp
HP (%)
Skill 11
skill_11_cri_dmg_res
CRIT DMG RES (%)
skill_11_ddg
DDG
Recommended
skill_11_magdmg_taken
-MAGDMG TAKEN (%)
Skill 12
skill_12_atk
ATK (%)
skill_12_def
DEF (%)
Recommended
skill_12_hp
HP (%)
Skill 13 (Activate Skill)
Skill 13
Blessing of Power
The hero generates 1% of MAX HP for 10 seconds when HP drops below 40% for the first time.
Skill 14
skill_14_crit_dmg_res
CRIT DMG RES (%)
skill_14_crit_res
CRIT RES (%)
Recommended
skill_14_magdmg_taken
-MAGDMG TAKEN (%)
Skill 15
skill_15_atk
ATK (%)
skill_15_def
DEF (%)
Recommended
skill_15_hp
HP (%)
Skill 16
skill_16_ddg
DDG
Recommended
skill_16_phydmg_taken
-PHYDMG TAKEN (%)
skill_16_magdmg_taken
-MAGDMG TAKEN (%)
Skill 17
skill_17_crit_res
CRIT RES (%)
Recommended
skill_17_phydmg_taken
-PHYDMG TAKEN (%)
skill_17_ddg
DDG
Skill 18 (Activate Skill)
skill_18_1
Veteran's Instinct [Ultimate] (Recommended)
When attacked, the closer attacker is, the less damage the hero receives. This effect caps at 16%.
skill_18_2
Enhanced Therapy [Ultimate] (Recommended)
When applying positive effects to an ally, the recipient gains one additional random buff (+30% ATTACK, +30% DEFENSE, +30 points of ACCURACY, +30 points of DODGE), this skill can be triggered at most once every 8 seconds. The same buff can stack up at most 3 times and lasts 8 seconds.
skill_18_3
Shield of Blessing [Ultimate]
The effectiveness of all healing skills increases by 50%.

Refresh the page to reset the attributes.

LORE

INTRODUCTION

Harry, a goblin adept in drumming and entertaining people, served the King of Leiston previously as a jester. Queenie, the Queen of Leiston sent him as a gift to the young king of Sacengate Kingdom. Tempted by the award of a bag of diamonds, he battled a monster in the arena of Sacengate but ended up with both of his legs severely injured. Little One, a teen troll confined and trained to be a gladiator by the Sacengate Kingdom, saved Harry’s life during the battle. Before the new round of Tournament, Harry stole the Tusked Drum the treasury and ran out from the Palace. Before he fled the Sacengate, he rescued Little One from the jail.

APPEARANCE AND CHARACTER

Harry is a short skinny goblin with a high-pitched, sometimes penetrating voice. When he was in Leiston, his favorite trick was to curtsey as a lady. The Queen of Leiston nicknamed him <the smarty-pants>. He was offen referred by the dignitaries as <the annoying beady-eyes Harry>, but nobody ever denied that he was such a fun guy that when he started to talk, they just couldn’t help creasing up laughing. Like all the goblins, Harry loves money and glittering jewelry. After being injured in the Sacengate’s arena, he restrained his greedy instinct and became reserved and subtle.

HISTORY

Working as a jester for the King Julien was a poisoned chalice in Leiston, literally because few people had been able to truly amuse him. This was why jesters were always needed in the court. Harry the smarty-pants, was born to be an entertainer. He never runs out of jokes to tell, and his fabulous drumbeats have the magic to cheer people up. Driven by his enthusiasm for money, he entered the Leiston Palace and served the King Julien as a jester. With his talents, he quickly won the favor of the royal family. Fame and fortune came thick and fast.

It didn’t last long as he expected, though. When Harry was basking in the cushy life, dreaming of hoarding a big fortune and passing the rest of his life in Leiston without worrying about food and shelter, the messengers from the Sacengate Kingdom visited the Leiston Palace. They came with the news of the accession of the young king and his generous tributes to King Julien. Julien didn’t show much interest in what the messengers brought and casually asked his men to receive the tributes. Queen Queenie, in contrast, seemed to be particularly intrigued by the news. Harry still noticed an almost imperceptible excitement, which she tried to concealed but still involuntarily revealed on her face. Not long after, the messengers reached a peace agreement with Leiston. Before the messengers left, the Queen gave them even more gifts, as a return on the young king’s generosity.

Harry was one among the Queen’s gifts to Sacengate. Before Harry’s departure, Queenie bade him to amuse the new king as much as possible, making the young accessor indulge in pleasure and neglect the duty as a ruler. The Queen also promised to reward Harry a great amount of gold and jewelry, if he could accomplish the mission.

With the Queen’s words in mind, Harry started his mission in Sacengate. He took it for granted that pleasing a young boy was no more than restraining a kitty. As he went close to the young king, however, he realized that the person he confronted was actually a bloodthirsty beast.

Fun-loving as a teen could be, the king was unexpectedly cruel and ruthless. He often set up challenges for Harry. Every time Harry showed any dislike or unwillingness to take up the challenge, he would induce with generous rewards. Once the naughty king asked Harry to battle a monster in the arena, promising to award an entire bag of diamonds if he could win. Harry was too greedy to allow a bag of diamonds slipping away before his eyes, but the price was all too heavy. Both his legs were broken by the monster in the arena. When the monster wanted to throw the last fatal blow, a troll rushed in and saved Harry’s life. Later, the guard who removed him from the arena told him that his savior was <Little One>, a teen troll who would be sent into an exhibition combat in the next Tournament. The poor youngster would have to fight to the death. Harry didn’t give comment but clenched hard his fists in silence.

The treasury of Sacengate is steeped in its long history and enormous collections of objects and jewelries. One among the fabled objects housed in the treasury, was the Tusked Drum, an ancient tribal weapon somehow displaced to Sacengate a long time ago. Legend says that when played by an adept drummer, its beats have the power to bewitch people. It took Harry some time to figure out the location of the Tusked Drum. He took an opportunity to set the treasury on fire and stole the drum away.

On the day before the Tournament started, Harry sneaked in the dungeon. With the Tusked Drum, he started to play his famous rhythm to enchant the guards. The beautiful drumming resounded in the dungeon as a spark of hope that restored the morale of the prisoned tribal warriors. Harry broke in the cell where Little One was confined and smashed the chains on his hands and legs. Little One put Harry on his shoulder and they fled Sacengate together.

They defected to the orc’s tribe. With the help of the tribal shaman Naomi, Harry had his fractured legs healed and restarted his new life working in the battlefield to increase the morale of warriors.

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