At the start of each battle, this Hero regenerates 420 health over 6 turns. In battles with multiple waves, the effect is refreshed at the beginning of each wave.
Special Skill: Impairing Blade
Deals 280% damage to the all enemies.
Reduces the duration of the target and nearby enemies’ buffs by 1 turn.
All enemies get corrosive poison for 4 turns. Corrosive Poison does 50 damage and lowers the target’s mana generation by -9% each turn.
All-In-One Reference, courtesy of @Lumi tap on image to view it fully
All-in-one still under construction, will be added when available.
Family Bonus
Heroes become stronger when teamed with other unique heroes of the same family.
Villains Family
Bonus for 1 / 2 / 3 Heroes:
10% / 30% / 50% chance to heal for 15% / 35% / 70% of dealt damage when attacking an enemy.
Balance Changes
June 2022
Note on Corrosive Poison & interraction with other effects.
Some clarifications on the corrosive effects:
Corrosive doesn’t override undispellables
Corrosive overrides dispellables (so normal burn doesn’t override corrosive burn)
Undispellables overrides corrosive
Corrosive overrides stacks
Corrosives secondary effects can stack with other similar ones e.g. Dark Lords corrosive poison with Little Johns minus mana generation
Dark Lords corrosive poison can be mana shielded by clerics due to the secondary effect
HOTMs can resists the whole corrosive effect, if they are immune to first or secondary effect e.g. Reuben and Ranvir both can resist Dark Lords status ailment
Beta Changes
Corrosive Poison now does -9% mana not -12% as we saw in beta.
N O other changes to Ingolf from last seen beta build.
Or: How many summons are needed to get an Epic Challenge Event Hero?
It’s important to remember that Challenge Event Heroes have EXTREMELY low summoning odds. No amount of summoning will guarantee a Challenge Event Hero.
On average, in a 10-pull, you have a 25.1% chance of summoning Ingolf.
But that statistic can lead our minds astray in exactly how our odds play out as we continue summoning.
Some useful insights:
43 times out of 100, you’ll get Ingolf by pull 20 (5,200 gems)
95 times out of 100, you’ll get Ingolf by pull 104 (27,200 gems)
99 times out of 100, you’ll get Ingolf by pull 160 (41,600 gems)
Putting that in Perspective
56 out of every 100 people won’t get Ingolf by the 20th pull
If 1 Million players each summoned times, 560,860 of those players wouldn’t get Ingolf
5 out of every 100 people won’t get Ingolf by the 104th pull
If 1 Million players each summoned times, 49,440 of those players wouldn’t get Ingolf
1 out of every 100 people won’t get Ingolf by the 160th pull
If 1 Million players each summoned times, 9,790 of those players wouldn’t get Ingolf
More Insights & Reading
I highly recommend reading these two threads for more information and context on summoning odds:
If you’ve read them a million times before, you may consider reading them again before deciding on your budget for summoning. A little time spent deciding on how much money you want to risk on summoning goes a long way to avoiding disappointment, frustration, and regret later.
Interesting game mechanic, I would like to get them for that alone.
I’m thinking how it would play and I am little torn. My initial thought is it may be lackluster compared to other special event 4’s. It also seems somewhat lackluster for a 4* in general in some ways.
Closest comparison I see is Little John.
They’re both slow.
LJ hit all at a much higher A value, Ingolf hits 3 with a lower A value.
It gets a little trickier from there. LJ reduces mana gen by 64% for 3 turns. Ingolf does a 12% reduction plus 50 DoT damage. Over 3 turns adding 150 damage to hit initial hit may make their overall damage to an individual hero greater than LJ’s.
The mana slow confuses me. Does it maintain the 12% reduction for 3 turns or do the 12’s stack each turn so it is say 36% by the third turn? Either way it would seem LJ is better for mana control, but if you’re rolling will vanilla mana control anything helps (as I have vented elsewhere already). If it holds 12% for 3 turns that seems relatively minor.
I am also a little confused on the buff reduction. Does it reduce an active enemy buff that is active during casting? Any enemy buff that goes into effect during the 3 turns that Ingolf’s special is in effect?
Kind of a confusing hero until someone can play with them, but unique, which is nice. Overall it seems they do a lot of things, but nothing well:
Damage pretty low, slightly better with 150 DoT
Mana control is negligible at 12% reduction. Certainly couldn’t reliably be used by himself for that.
The buff reduction is there … 1 turn is helpful, but situational. Maybe they over value this aspect and that’s why they kept the rest so low? Maybe I am dumb and missing something too.
A lot of competition for fighter class too, so I am not sure they would be high on anyone’s list for emblems. Reviving would help if he is slow. Average mana wouldn’t seem a stretch …
Overall I am excited for something new and hope I get them just to play around!
Not sure I understand. Proteus may be frail but he is the best 4* mana controller, possibly the best in the whole game. He’s a terrific hero. Are you suggesting he’s not saying “even Proteus beats him”?
Certainly seems that way but I didn’t want to make this a buffing thread before the hero is out. We see that enough already
Sad damage. Buff reduction duration is ‘something new’ but significantly weaker than just your good old dispell (similarly to Reuben’s DoT cut compared to cleanse).
Seems to have some space to explore in Very Fast 4 star tournaments - he can make a good tank there, especially with no yellows (not sure if such version of tournament exist though). I’m not gonna get too excited for him. He reminds me of Jabbar - maxed him like almost 2 years ago and probably used like 2-3 times since. A weird purple doing a lot of things but just can’t fit anywhere.
Good comparison! Jabbar and Ingolf are bot premium heroes, both 4* dark heroes and do similar amount of different stuff… And Ingolf abilites arent any stronger but he is slower…
The only situation buff duration reduction is used for effectively is to wear off undispellable buffs like elemental links faster. But 1 turn is too little, 2 turns would be better
I’ve been thinking LJ this whole time based on slow mana, but you bringing up Mist makes me realize how bad Ingolf is. He’s not totally useless, but I generally only see him being valuable in very fast wars.
Quite frankly one of the worst 4* in the game. Either he should be average, or hit everybody to justify the slow mana. Dark lord is his 5* fellow and he hits one pretty hard and gives ailments to three at FAST. Of course, 5* should be better, but this is a Grand Canyon between the two.