Invokers: Titan Legacy
Ivory the Beastseeker

Ivory the Beastseeker

Freeborn

Ivory Story

The Freeborn say they own the sea, but in truth at best they share it – dark creatures lurk beneath the waves that can send any pirate running to shore. All but one: Ivory the Beastseeker, Freeborn captain and monster-slayer extraordinaire.

Ivory Stats

  • HP586
  • ATK86
  • DEF56
  • CRIT RATE5%
  • CRIT DMG50%
  • ACC3
  • RES10
  • COMBO SPD0
  • SKILL SPD6 (1.2%)
  • SKILL RECOV0
  • MANA GEN5 (2.5%)
  • INSTINCT5 (32%)
  • MOVE SPD110 (8.08 m/s)

Ivory Skills & Tolerances

Level

Beast Calmer

Skill 1

Cooldown10sRange9 mMana Gen+30 Ult · +16 Titan
Attacks 1 enemy from a distance of 9m, dealing 250 damage. Casts a [Mindworm] debuff on the target, lasting 5s, blocking their Passive Skills from activating.
Applies
Mindworm

Accuracy requiredMindworm

#FormulaValue
1Damage291% ATK

Ivory the Beastseeker guide: skills, build and team roles

Overview

Ivory the Beastseeker is an Epic Light Ranged Attacker from the Freeborn Faction in Invokers: Titan Legacy. Her most broadly useful tool is area DEF Down, which helps the rest of a damage team as well as her own attacks. Mindworm and Jinx add more specialised ways to deal with passive effects and buff generation, so she's especially interesting when those mechanics are the reason an enemy is hard to beat.

Two of her debuffs are scarce. She is one of the few Invokers in the game who place Mindworm, and Jinx is almost as rare, so she's a good candidate if you're building a team that needs either of them.

Fully Awakened and before Gear, Ivory has 1,099 ATK and 6,559 HP, and both are about average for a Ranged Attacker. She has 616 DEF. She has no heal, Shield, revive or defensive cleanse, so she's there for offence and debuffs rather than to look after the team, and she needs protection to survive the opening pressure.

Skills To Prioritize

Bonebreaker selects an enemy and attacks an area around that target. Level 10 reaches 45% DEF Down for 12 seconds; Max Level extends the duration to 13 seconds and reduces the base cooldown from 24 to 23 seconds. A 45% cut to DEF is a big help for setting up your team's damage, but the result still depends on the enemy's DEF and the game's damage calculation. The area is centred on the target, so it can prepare clustered waves, but it won't hit every enemy anywhere on the field. Ivory needs Accuracy to land it, and its 12-second duration is shorter than its 24-second cooldown, so don't expect it to stay up permanently.

Demoralizer attacks one enemy and places Jinx on the first hit. At Level 10, Jinx blocks five incoming buffs for up to 16 seconds. Max Level keeps the five-buff limit, extends the duration to 17 seconds and lowers the base cooldown to 24 seconds. Several attempted buffs can use up those blocks early. Jinx doesn't remove buffs already on the enemy, so you may still need a teammate who can remove or steal them.

Beast Calmer places Mindworm on one target. It lasts 4.5 seconds at Level 10 and five seconds at Max Level, on a ten-second base cooldown. Mindworm can stop eligible passive Skills from activating, which is a different kind of disruption from ordinary damage debuffs. Be wary of Bosses with passives that Mindworm can't disable, though. Sorgott's protected passive doesn't disappear because Ivory places the debuff, and Sakiel keeps his separate Burn and Bleed penalty even when another part of his passive is affected. Check the encounter rule before assuming Mindworm switches off a Boss mechanic.

Finisher is a two-hit, single-target Ultimate whose critical hits reduce a random active Skill's cooldown. The reduction rises from eight seconds at Level 10 to ten seconds at Max Level, and the Mana cost falls to 1,000. That rewards reliable critical hits, but the Skill is random and you still need the Mana, so don't count on a fixed rotation or on it resetting the exact debuff your team needs.

If you want Ivory to set up damage for your whole team, prioritize Bonebreaker, as Level 10 reaches 45% DEF Down and Max Level adds a second of duration and takes a second off the cooldown. If you want her to shut down enemy buffs, consider upgrading Demoralizer first, as Level 10 lets Jinx block five buffs for up to 16 seconds. If you want to build around her Ultimate and her critical hits, upgrade Finisher, whose cooldown reduction rises from eight to ten seconds at Max Level.

Build And Team Support

Ivory needs Accuracy for DEF Down, Jinx and Mindworm to land, so put Accuracy on her Chestplate and Flask and stack as much as the build allows. After that, build Crit Rate to around 75-80% and then as much Crit DMG as you can: her Ultimate turns critical hits into shorter cooldowns, so Crit Rate does more than add damage. She has no heal or Shield, so give her enough HP to stay active once the fight starts.

For Relic Sets, Accuracy Relics help her debuffs land, which comes before increasing the hit. Attack Relics raise her damage, and Crit Rate or Crit DMG Relics push her critical hits for Finisher.

Pair her with a Tank and a healer to keep her alive, and with teammates who handle what she doesn't: a cleanse for your own debuffs, and a way to remove or steal buffs that are already on an enemy. She's a good candidate when your roster lacks broad DEF Down or a particular answer to buffs or passives, but her Rarity alone isn't a reason to spend upgrades if those jobs are already covered.

Arena, Bosses And Spires

In Arena, Ivory can prepare a group for your damage with DEF Down, limit a priority enemy's future buffs and interfere with eligible passive effects. That can make a protected opponent easier to beat, but she isn't a hard-control Invoker. She still needs help against immediate burst or control, especially if your team depends on her acting before its main attacker.

Sakiel is a good Boss for her: Mindworm can freeze the cooldown of the Skill that grants him buffs, and Jinx can limit incoming ordinary buffs. She doesn't add Burn or Bleed ticks that would speed him up. That's a reason to consider her, not a guaranteed clear, as timing, blocks and the Boss's protected rules still matter.

Against Sorgott, Jinx can help with ordinary buffs and DEF Down can support your damage, but Mindworm doesn't disable his protected passive. Galvos rewards debuffs, which gives her kit another use, while his permanent stat gains aren't ordinary buffs, so Jinx may not prevent them.

Against Earth Omnissi, Jinx blocks the buffs she gains, so Demoralizer is worth bringing. Against Wind and Dark Omnissi, Ivory doesn't place the speed debuffs that Omnissi's evasion and reflection need, so bring another Invoker who does.

In the Light Spire, Bonebreaker gives useful area damage and setup, while the rest of her active kit works on one enemy. Pair her with wave damage and healing.

Awaken

Awakening boosts an Invoker's stats significantly. Bonuses from Relics, Accessories, the Trophy Room, Tactics and Titan leader bonuses apply to base stats and Awakening stats alike, so unlocking the Awakening nodes is critical to maximise Ivory's potential.

Unlocking each Titan node at Star 2, 4 and 6 adds a second to Titan Invokation, taking the total from 12 seconds to 15.

Review the Awakening guide for more detail.

Ivory Tier List Ratings

Ivory is rated S+ for Koltmos on the official tier lists.

More Freeborn Invokers

All Freeborn Invokers

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