Sgt. Slugg guide: skills, build and team roles
Overview
Sgt. Slugg is an Epic Earth Melee Attacker from the Ironbands Faction in Invokers: Titan Legacy. His focused kit marks an enemy with Hex so it can't be revived, lowers its RES and DEF, then uses the debuffs already on it to ignore some DEF with his Ultimate. He's a specialist at preparing and finishing one target, rather than a team healer or a wave clearer.
Fully Awakened and before Gear, Slugg has 982 ATK, 628 DEF and 7,459 HP. His ATK and HP are both about average for a Melee Attacker.
Skills To Prioritize
Jawbreaker places Hex for 3.9 seconds at Level 10, or four seconds at Max Level. When a target dies while Hex is on it, the target gains Block Revive, so what matters is when the target dies, not just that it was marked earlier. Hex is short, so it rewards a team that follows up fast. Slugg needs Accuracy to place it, and it doesn't stop healing or kill the target by itself. If your team can't finish the marked enemy before Hex runs out, you don't get the anti-revival benefit.
Both Barrels places 75% RES Down for thirteen seconds at Level 10, or fifteen at Max Level, and Pushes the enemy five meters away.
Voidstormer Lariat charges the furthest enemy within ten meters and tracks it for two seconds. The attack only lands if he reaches the target, and it places 50% DEF Down for thirteen seconds at Level 10, or fifteen at Max Level. That's a big help for damage that scales with DEF, but it isn't a flat 50% increase to every hit. Be wary of movement or control that stops his charge from reaching the target, as the DEF Down only lands if it connects.
Slugg Special, his Ultimate, attacks one enemy three times and ignores some of its DEF for each debuff on it. At Level 10 it ignores 3.8% per debuff, capped at 20%; Max Level raises that to 4% and keeps the cap. That means five debuffs reach the cap at Max Level, where six were needed at Level 10. Allies can help build up the debuffs, as long as they're still active when the attack lands, and the cap stops more debuffs from adding more. The ignored DEF and the DEF Down are different mechanics, so don't add the Ultimate's 20% cap to the Skill's 50% and call it a 70% reduction.
If you want Slugg to stop a target coming back, upgrade Jawbreaker first and build Accuracy so Hex lands, then time the kill while Hex is on it. If you want him to hit one target as hard as possible, upgrade Slugg Special first, as Max Level raises the DEF ignored per debuff to 4% and lowers its cost, though the 20% cap stays.
Build And Team Support
Build Accuracy first, on your Chestplate and Flask and then as much as the build allows, because Hex, RES Down and DEF Down all need it to land. After that, take Crit Rate to about 75-80%, then as much Crit DMG as the build allows, with ATK alongside. Keep enough HP and DEF for melee, as a charge that reaches the right target still needs Slugg alive to finish the sequence.
For Relic Sets, Accuracy Relics help Hex and his DEF and RES debuffs land. Crit Rate Relics get his critical hits more often, Crit Damage Relics make each one hit harder, and Attack Relics raise the ATK his hits scale from.
Bring Invokers who cover sustain and wide damage, as Slugg doesn't bring either himself. Teammates who place their own debuffs also help his Ultimate ignore more DEF.
Arena, Bosses And Spires
In Arena, Slugg can finish a dangerous target and stop it being revived, as long as Hex is timed to its death.
Against Althar, Hex stops his reviving minions from coming back, and Slugg's native Crush and Fatigue Tolerances match Althar's Corruptions. He places no Bleed, which Althar reacts to.
In the Earth Spire, he can finish a dangerous target and stop it coming back when Hex is timed right, but his kit is single-target, so bring other Invokers for area damage and sustain.
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 Slugg'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.













































