Invokers: Titan Legacy
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Best Starter Invoker

How To Choose A Starter

This guide is here to help you pick your starter in Invokers: Titan Legacy. It goes through all five starter Invokers in detail: what each one is good at, and where each one falls short. That way, the choice comes down to what you value from your very first Invoker.

Three things decide whether a starter works for you, and none of them is raw damage.

The role they fulfill. All of the five starter Invokers are Attackers, but what kind of attacker do you want? Do you prefer melee or ranged? Do you want to deal direct damage or do it via damage-over-time debuffs? You'll need to keep this in mind when structuring your team round your starter.

The stats they rely on. If a starter's value relies on them landing debuffs, you'll need to carefully consider the Stats they need to succeed. Don't mindlessly stack ATK, when they might actually benefit more from Accuracy.

What gaps do they not fill in. None of the five starter Invokers have any access to Shield or can heal themselves, and three of them are Melee Attackers, meaning they will be right in the center of the action. Consider what other Invokers you're going to need to make your starter shine.

Each of the five starter Invokers has their niche, so check their Corruptions and Tolerances, check out their Skills, and maybe read some Boss guides to see where they will help out in the early game.

Dannos

Dannos is a Rare Light Melee Attacker from the Lightseekers, and a good fit for an account that needs an early damage dealer. His defining Skill is his Ultimate, Winds of Serenity, an eight-hit attack against nearby enemies. It deals more damage the healthier he is, and Dannos can move during this Skill, so positioning and healing are part of his damage plan.

Smitebringer places Weaken on one target, helping your whole team hit it harder, while Sacral Spike charges forward and places Shock. That gives him a short control window in Arena and against waves of enemies. Be wary of Bosses that are immune to Control Debuffs: Shock will not land on them, so against those fights, Dannos is there for his damage.

If you want Dannos to clear waves, prioritize Winds of Serenity: Level 10 raises its bonus to 10% damage for every 10% of his current HP. If you want him to set up damage on one dangerous target, upgrade Smitebringer first, as its Weaken grows to 10% for nine seconds at Level 10. Max Level lowers the Ultimate's cost to 800 Mana, which helps him use it more often.

Build Crit Rate to 75–80%, then as much Crit DMG as you can, with Accuracy so Weaken and Shock land. Pair him with a healer to keep his HP high and a Tank to take the hits. His Blight Tolerance helps against Ulgorim and Koltmos, but neither fight is solved by that alone. For Sorgott or high Spire floors, make sure your healing, cleansing and the fight's own mechanics are covered before making him your prime damage dealer.

Pick Dannos if your first problem is clearing waves and you can keep a healer beside him. Full Dannos page

Selisa

Selisa is a Rare Light Ranged Attacker from the Eldrin who brings useful tools alongside her damage. Biting Shadow places DEF Down on one target, Phantom Claws places Move SPD Down on a group, and Eternal Pack deals AoE damage and places Stun. That makes her a practical starter for an account that wants its damage dealer to help the whole team.

Her standout Boss is Wind Omnissi, who evades Combo Attacks but stops while Move SPD Down is active, and Phantom Claws places it. Keep in mind that Phantom Claws has a cooldown and Omnissi shortens debuffs, so Selisa cannot keep Move SPD Down on the Boss the whole fight on her own.

Biting Shadow reaches 30% DEF Down at Level 6 and 35% at Max Level, which also extends it to nine seconds. Phantom Claws reaches 60% Move SPD Down at Level 10, and Max Level extends it from 12 to 14 seconds. Eternal Pack's Stun lasts three seconds at Level 6 and four at Max Level. It deals bonus damage to enemies immune to Control Debuffs, but the Stun still will not land on them.

Build Crit Rate to 75–80%, then Crit DMG, and then Accuracy so your three debuffs land. Fully Awakened and before Gear, she has 60 Accuracy, which will not be enough for harder stages on her own. She has no healing or Shields, so bring a healer and a Tank. Against Sorgott, her AoE damage can support the team, but you still need Invokers who cleanse, grant Immunity and bring the right Tolerances.

Pick Selisa if you want your DPS to make the rest of the team hit harder, and you would rather keep your attacker out of melee range. Full Selisa page

Kalix

Kalix is a Rare Light Ranged Attacker from the Lightseekers. Breath of the Drake places Burn with a two-hit AoE attack, and her Ultimate, Duality of Light, instantly triggers the Burns already on her targets. That gives her a clear game plan: place your Burns first, then use the Ultimate.

Her most important upgrade is Duality of Light Level 6, which raises the number of Burns it triggers from one to two. Max Level raises it to three and lowers the Mana cost to 1,000. Each trigger is one tick of a Burn, not the Burn's whole duration at once.

Breath of the Drake reaches a Burn of 1.25% of the target's MAX HP for six seconds at Level 10, capped at 250% of Kalix's ATK per tick. Max Level raises the cap to 300% ATK and shortens the cooldown. The cap matters against high-HP enemies, because more enemy HP will not push the damage past it. Build ATK and Accuracy as high as you can: Accuracy lands her Burns, and her Ultimate needs them on the target. Crit Rate and Crit DMG do nothing for her Burn damage, so skip them.

Might of Constraint places ATK Down, reaching 30% for nine seconds at Max Level. It helps against enemies whose damage comes from ATK, but it does not remove Corruption or every source of Boss damage. Kalix has no heal or Shield, so she still needs protection.

Choose her Bosses carefully. Be wary of Fire Omnissi, who is immune to Burn, and Sakiel, who takes less Burn damage and speeds up his Skills from Burn ticks. In Arena and the Light Spire, enemies that group up make her AoE attacks much more effective. Build her when Burn works against the fights you actually face.

Pick Kalix if you are happy relying on Burn as your main damage source. Full Kalix page

Silanth

Silanth is a Rare Dark Melee Attacker from the Nocturna Faction. Her Ultimate gains damage from every debuff on its targets, so when paired with other Invokers who can place debuffs, she becomes a powerful threat. Bloodpetal Harvest places Bleed, Reaping Crescent Launches a target and places RES Down, and Sanguine Thorns then hits harder for each debuff already on each target.

At Level 10, Sanguine Thorns gains 15% damage per debuff, capped at 70%. Max Level raises the cap to 75%, so five debuffs reach it, and more debuffs will not raise the bonus further. Max Level also lowers the Ultimate's Mana cost, so weigh both against what it costs to get there.

Bloodpetal Harvest reaches a 1.4% MAX HP Bleed for eight seconds at Level 10, and 1.5% at Max Level. Each tick is capped at 250% of her ATK at Level 10 and 300% at Max Level. Build ATK and Accuracy as high as you can, and skip Crit Rate and Crit DMG: Accuracy lands her Bleed, Launch and RES Down, and ATK raises the Bleed cap. RES Down helps your team land their debuffs afterwards, but Silanth still needs the Accuracy to land it herself first.

Silanth has the highest ATK and the lowest HP of the five starter Invokers. Keep this in mind: she will need a Tank and a healer to stay alive long enough to use her high ATK.

She can put pressure on grouped Arena opponents, and she is a great wave-clearer in the Dark Spire. Be wary of Althar, who gains Invincibility in response to Bleed, Sakiel, who takes less Bleed damage and speeds up his Skills from Bleed ticks, and Earth Omnissi, who is immune to Bleed.

Pick Silanth if you already have debuffs to stack and protection to spare: she has the most ATK of the five and the least HP. Full Silanth page

Malgar

Malgar is a Rare Dark Melee Attacker from the Ironbands, and his strength is control. The Backhand Launches one target seven metres away, while The Stinger Launches up to eight nearby enemies. Together they buy your team time against waves of enemies and can disrupt an Arena opponent at the right moment. He also has the highest HP of the five starter Invokers, which helps him survive up close.

His Ultimate, The Obliterator, deals AoE damage and places a Combo SPD Up buff on Malgar himself, not on the whole team. At Level 10 the buff is 18% for ten seconds, and Max Level raises it to 20%. The Ultimate costs 900 Mana at Level 1, 850 by Level 8 and 800 at Max Level.

If you want Malgar to control waves, prioritize The Stinger: its Launch reaches two seconds at Level 10. The Backhand's Launch reaches 1.5 seconds at Level 10. Max Level lowers both cooldowns but adds no new effect. Be wary of Bosses that are immune to Control Debuffs, as they will not be affected by Malgar's Launches.

Build Crit Rate to 75–80%, then Crit DMG, and Accuracy so his Launches land. Fully Awakened and before Gear, he has 60 Accuracy, which will not be enough for every stage. He has no self-heal or Shield, so bring a healer and a Tank.

Malgar is a great pick for controlling waves in the Dark Spire. Against Bosses, he works best as extra damage, as his Launches have no effect. His Daze Tolerance helps against Ulgorim and Galvos, but those fights still need the right debuffs and defensive tools from his teammates. Build him when your team is missing control, not just because he is a Dark starter.

Pick Malgar if you want a Melee Attacker who can control the battlefield by literally pushing the enemy away. Full Malgar page

Which Starter Invoker Should You Pick?

Match the Invoker to the gap you want to fill, not to a ranking:

  • Wave clearing?: Dannos.
  • Enemy DEF is too high?: Selisa for DEF Down.
  • Want steady AoE damage?: Kalix with her Burns.
  • Want someone who can place multiple debuffs? : Silanth.
  • Want a bulky attacker who can control the battle?: Malgar.

Whoever you pick, the account around it matters more than the choice itself: healing, a Tank, and the right Relics will be what allows your starter Invoker to excel. Remember that a well-built starter outperforms a stronger Invoker, left without upgrades.

Once your starter is built, the Invokers tier list shows where it stands against the rest of the roster in Arena, the Campaign, the Spires and against each Boss.

Best Starter Invoker Video

One of our Invokers Insiders, ZoX, took all five starter Invokers for a test drive and compared them side by side. It's worth watching if you want to see each Invoker's kit in action.

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