Dungeon Boss Wiki
Mire
Fast Spirit Healer 
Legendary Hero



Element: Nature
30% vs Water units
-25% vs Fire units


Excess Tokens:
1 Token → 300 Aether

Unlocked
Background
People see lights out in the swamp. The ones that follow... they don't make it back.
Abilities & Traits
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Attack Speed Fast
Attack Range Ranged
Damage Nature/Spirit
Epic Bog Torch
Buddy Synergy None
Combat Style

'
Damage (6/9)
Toughness (5/9)
Team Support (8/9)
Crowd Control (6/9)
Synergy (5/9)
See Hero Rating for more details about this.

Statistics Total Bonus1 Traits2 Epic Base
Attack (ATK) +108% +130% -20% -
Defense (DEF) +212% +130% - +20%
Skill (SKL) +290% +130% +20% +30% 0
Max Health (HP) +212% +130% - +20%
Crit Chance (CRIT) 5% +0% - - 5%
Crit Multiplier 200% - - - 200%
Dodge Chance 0% - - - 0%
Damage Penetration 0% - - - 0%
Damage Reduction 0% - - - 0%
Chaos Damage Reduction 0% - - - 0%

1Bonus (ATK, DEF, SKL, HP) includes Hero Stars (★★★★★★) and Hero Rarity.
2Stats affecting Traits:  Fast

Resistances
Fire
Burned
18%
18%
Nature
Poisoned
Wounded
33%
33%
33%
Water
Frozen
Chilled
Cryosleep
Frostbitten
0%
0%
0%
0%
0%
Light 0%
Lightning
Shocked
Paralysis
0%
0%
0%
Dark
Diseased
Banished
0%
0%
0%
Spirit
Feared
Stoned
Possessed
Marked
6%
6%
6%
6%
6%

Abilities (Active) Traits (Passive)
Bog Light Ethereal
Verdant Vitality Fast
Bog Blessing Hardened Spirit
Nature's Reclamation Shard of Darkness
Turn a Blind Eye
Armor's Bane
Immunize

First Ascension
Second Ascension
Abilities & Traits

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Abilities & Traits

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Required Hero Stars and Evos

Evo Cost Index: 3880

Evo Cost Index: 8160

Epic Mire
Effect: Chance to do 3x damage, add Foresight, +1 Energy, and cleanse 1 debuff from all allies.

Release Date: June 23, 2020

Epic Part 2 Part 3
Bog Torch Swamped Wood Cursed Candle
If you have Mire at level 50 or higher and fully ascended,
you can make this hero Epic.

Doing this raises it's Skill/Max Health/Defense by a set percentage,
as well as adding a special effect to it's Basic Attack.
Check Epic Heroes for more information.

 Mire tokens: Heroic Summon Events

There are no Dungeons in which Mire tokens are available.

Rune Slots: (standard)
Mire has the standard rune slots for a Nature hero.
Nature Nature Water Light Dark
Abilities & Traits: &

Bog Light
Basic Attack (None)

A Basic Ranged Nature attack on target enemy that adds Swamped on hit.
Effects | Swamped Status


Verdant Vitality
Special Attack (4 turns)

Recovers health split between all allies, applies Cleansing Regeneration to all allies for 3 turns, and all Spirit allies gain another turn of Ethereal Spirit (shield buff).
Effects | Cleansing Regeneration | Ethereal Spirit | Heal


Bog Blessing
Special Attack (3 turns, AoE), requires 1st Ascension

Ranged Nature attack on all enemies, healing all allies for a percentage of damage dealt. Lowers SKL, Max Health, and applies Swamped to all enemies hit. Starts Powered.
Effects | Lifesteal | Starts Powered | SKL- | Swamped Status | Unhealable Damage


Nature's Reclamation
Special Attack (5 turns), requires 2nd Ascension

Ranged Spirit attack that drains 1 energy, steals all Buffs, and adds them to the caster. Adds 1 energy and increases DEF of all Spirit and Nature allies for 3 turns.
Effects | DEF+ | Energy Loss | Energy Gain | Buff Steal


Ethereal
Trait (Passive)

Gains 20% Damage Reduction and Ethereal Spirit on the first turn. The shield-like buff prevents that HP drops below 1. This effect cannot be stolen or purged. Shield-Piercing attacks ignore the Ethereal Spirit shield.
Effects | Ethereal Spirit | Damage Reduction


Fast
Trait (Passive)

Attacks first, but Attack is reduced by 20% and Skill is boosted by 20%. (Heroes sharing the same Speed go in order of positioning, left to right, as chosen at the beginning of the battle. See Attack Speed for details.)


Hardened Spirit
Trait (Passive)

Takes [60%] less damage from AOE attacks. Skill increases the % value.
Effects | Damage Reduction


Shard of Darkness (I)
Trait (Passive)

1st Ascension:
I: Allies start dungeons with 1 stack of Foresight.


Effects | Foresight


Turn a Blind Eye
Trait (Passive), requires 1st Ascension

Immune to Taunt and Provoke.
Effects | Taunt, Provoke and Aversion Immune


Armor's Bane
Trait (Passive), requires 2nd Ascension

Takes reduced damage from Armored enemies and deals 2x damage to Armored enemies.
Effects | Boosted Damage | Damage Reduction


Immunize
Trait (Passive), requires 2nd Ascension

Each ally healed will gain Impervious (Cannot be Poisoned, Burned, Frozen, Chilled, Shocked, nor Diseased) for two turns.
Effects | Impervious

Buffs & Debuffs:

Boosted Damage - effect (Damage)
This hero deals boosted damage against certain targets or under certain circumstances. See the description of the respective Trait or Ability for details. If you see this icon during events, it means that the hero gets a special event buff.

Buff Steal - effect (Status Effect)
This effect instantly steals 1+ buffs from the target.

Cleansing Regeneration - buff (Health/Status Effect)
Regenerate health over 2 turns and cleanse a debuff at the end of each round.

Damage Reduction - effect (Damage/Damage Reduction)
The damage suffered is mitigated by certain percent. Damage Reduction is capped at 90% and applied multiplicative.

DEF+ - buff (Defense)
Target has boosted DEF.

Energy Gain - effect (Energy)
The hero gains some extra energy, which is required to use their special attacks/abilities.

Energy Loss - effect (Energy/Disable)
The attacked target loses some of the Energy that is required to use their Abilities.

Ethereal Spirit - buff (Shield/Death)
Health does not drop below 1 for 1 turn. Cannot be stolen or purged.

Foresight - buff (Status Effect/Protection/Stack)
Prevents the next debuff applied to a Hero. Lasts until consumed or purged, and cannot be stolen. NOTE: Foresight from Runes stacks with Foresight buff and can't be stolen, copied or purged.

Heal - effect (Health)
Recovers HP for the target ally.

Impervious - buff (Status Effect)
Like the trait with the same name, the Impervious effect grants a set of immunities. The affected target cannot be Poisoned, Burned, Frozen, Chilled, Envenomed, Shocked, nor Diseased.

Lifesteal - effect (Health)
Target heals, or recovers HP, for a % of the damage dealt during an attack.

Starts Powered - effect (Energy)
This Ability has full energy and can be used at the beginning of the battle.

SKL- - debuff (Health/Damage)
Target has lowered SKL for 3 turns.

Swamped Status - buff (Health)
Swamped targets heal the attacker when hit.

Taunt, Provoke and Aversion Immune - immunity (Status Effect)
Ignores Taunt, Provoked, and Aversion and can choose another target to attack or the target with Aversion.

Unhealable Damage - effect (Health/Damage)
The affected target suffers damage that lowers their Max Health. The Unhealable Damage cumulatively reduces the Max Health to a minimum of 1 if the target does not die beforehand. If the damage is greater than the current health the target dies immedeatly. Since the Max Health and not the current health is affected, the effect is not immediately noticeable because the fill level of the health bar remains at 100% or even increases if it is below 100%. Max Health is reset to the original value when the room is exited.
Immunities & Damage Reduction: Under construction, see above 'Buffs & Debuffs'
Ascensions: (3880) = + &
(8160) = +
First Ascension Second Ascension
Dark Evo 23x Dark Evo 42x
Infinity Evo 2x Nature Evo Monarch 33x
Nature Evo Monarch 38x Runed Evo 4x
Water Evo 15x Spirit Evo 8x
Bog Blessing (Special Attack/3 Turns) Nature's Reclamation (Special Attack/5 Turns)
Shard of Darkness (Trait/Passive) Armor's Bane (Trait/Passive)
Turn a Blind Eye (Trait/Passive) Immunize (Trait/Passive)
Synergies of Spirit heroes (Family):
 Mire can get following passive buffs when teamed up with other Heroes:

Spirit Heroes get the following passive buffs:

 Spirits Pact (Trait) by  Moriko
All healing recieved is shared with Spirit allies.
 Unbound Stalwart (Trait) by  Moriko
If a Spirit ally dies heal all Spirit allies to 100% health.
 Primordial Vigor (Trait) by  Archon
Starts with +1 Energy for each other Warrior or Spirit ally on the team.
 Verdant Vitality (Special Attack) by  Mire
Recovers health split between all allies, applies Cleansing Regeneration to all allies for 3 turns, and all Spirit allies gain another turn of Ethereal Spirit (shield buff).
Synergies of Nature heroes (Element):
 Mire can get following passive buffs when teamed up with other Heroes:

Nature Heroes get the following passive buffs:

 Nature's Fury (Trait) by  Rocky the Shiitake
Boosted CRIT Chance for self and Nature allies..
 Nature Heart (Trait) by  Willow Swift
+15% Max HP for self and Nature allies.
 Oxidized Team (Trait) by  Lily Blossom
Self and Nature allies deal 2x damage to Armored enemies.
 Spirit of Nature (Trait) by  Tsume
+15% ATK for self and Nature allies.
 Nature Guard (Trait) by  Julius
+15% DEF for self and Nature allies.
 Nature's Reclamation (Special Attack) by  Mire
Ranged Spirit attack that drains 1 energy, steals all Buffs, and adds them to the caster. Adds 1 energy and increases DEF of all Spirit and Nature allies for 3 turns.
Synergies of Healer heroes (Class):
Other Synergies of Heroes:
 Mire can get following passive buffs when teamed up with other Heroes:

All Heroes get the following passive buffs:

 Adept Strikes (Trait) by  Serenity
Allies and self gain Haste after using a single target Melee Physical attack once per round.
 Critical Energy (Trait) by  Indigo
Grants team +1 Energy on CRITs.
 Cleansing Aura (Trait) by  Dagrund Blacksmoke, Kelpy Shells
If the Hero can act at the end of the round, cleanses 1 Debuff on all allies.
 Cloak of Fire (Trait) by  Ember Sanguine
Allies gain immunity to burn and take 50% less damage from fire attacks.
 Eyes of the Beholder (Special Attack) by  Iris
Buffs team +ATK, then does a Ranged Dark attack on enemies.
 Fiery Renewal (Trait) by  Ember Sanguine
Whenever a Burn debuff is applied to an enemy, all allies gain +5% max health.
 Fire Nova (Special Attack) by  Ignus the Mad
Ranged Fire attack on all enemies, with Rage adding an additional chance to Burn. Grants team Burning Touch (chance to Burn on Basic attacks).
 Frost-Tipped Blades (Trait) by  Samurai Takumi
Grants the team a chance to Chill on Melee Physical attacks.
 Icy Embrace (Trait) by  Icebloom
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
 IFF Targeting (Basic Attack) by  Bauble
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
 Immunize (Trait) by  Mire, Zen
Each ally healed will gain Impervious (Cannot be Poisoned, Burned, Frozen, Chilled, Shocked, nor Diseased) for two turns.
 Master Assassin (Trait) by  Black Diamond
Self and allied single target abilities deal 100% more Damage on CRITs.
 Mend (Trait) by  Chief NubNub
Heal Team for [50% ATK] on CRIT. Triggers when landing a critical hit from a basic attack.
 Not Alone (Trait) by  Alrakis Skullkeeper, Lumin the Radiant
This hero gains +10% Damage Reduction for each other living ally.
 Sanctified Spell Absorption (Trait) by  Serenity
Allies take significantly reduced damage from non-Physical (-60%) and Chaos attacks (-20%).
 Sanctified Swamp (Trait) by  Grettle
All allies take 50% reduced Chaos Damage.
 Shell Power (Trait) by  Grondar
Allied Heroes gain Shell protection (allies cannot be Burned, Frozen, Chilled, Paralyzed or Shocked).
 Shielding Soul (Trait) by  Dagrund Blacksmoke
When killed, remaining allies gain an Aegis Shield.
 Spellseeker Weapons (Trait) by  Serenity
Allies Melee attacks have a chance to purge a buff on basic attack and can’t be retaliated against by Melee attackers.
 Spread the Wealth (Trait) by  Augustus
When at full HP, this Hero heals the team for a % of his HP every turn.
 Team Energy Vault (Trait) by  Ekko
Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
 Team Precision (Trait) by  Pignius Maximus
Boosted CRIT damage for all allies. CRIT Multiplier is increased by [50%], percentage increases slightly with SKL.
 Venomous Embrace (Trait) by  Cobressa
Heals allies when Venom is applied on the enemies by Cobressa. The heal amount increases with the rank (I/II) of this trait. Enemies immune to Venom prevent the heal effect.
 Shard of Darkness (Trait) by  Craw, Mire
Allies start dungeons with [1/2/3] stacks of Foresight.
 Tempered Soul (Trait) by  Alrakis Skullkeeper
All allies and self gain an additional [5%/10%/15%] Chaos Damage Reduction (max 50%), depending on the rank of this trait (I/II/III). Skill increases the percent value.
 The Calm Before (Special Attack) by  Jin Lei
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Counters:
 Mire can be countered by making use of the following traits and special attacks:

Spirit Heroes are vulnerable to:

 Fiery Soul (Trait) by  Solaris
Immune to Spirit and Fire damage. High resistance (75%) to Burn debuffs, Fear Immune, Possess Immune, Mark Immune, and Stone Immune.
 Will of the Wisp (Trait) by  Ekko
Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).

Notes and Tips[]

 Mire joined on November 29, 2019 during day 4 of the Fantastic Feasts 2019 event. The Spirit from the marsh is the 97th Hero in the game.

  • Unlike  Ekko and  Shade,  Mire is not Fear Immune. As a result, even though he is safe under the Ethereal Spirit shield and cannot die, he may flee the battle if he is Feared and his health is low.
  • Beware, Shield-piercing attacks ignore the Ethereal Spirit shield and can kill  Mire.
  •  Mire cannot Cleanse Debuffs immediately with this Special Abilities but with help of the Cleansing Regeneration Buff.
  • One advantage of this is that Cleansing Regeneration can easily remove debuffs like Wounded and Nerve Damage, as it first removes the heal blocking debuff and then can heal the target hero. For comparison: Other healers' Abilities like  Ember Sanguine's  Cauterize that heal first and then cleanse a debuff are blocked by Wounded and Nerve Damage Debuffs, since the heal component (which is blocked by the debuff) prevents use of the ability at all.
  • One disadvantage, however, is that Cleansing Regeneration is a Buff that can be prevented by Null-Magic or stolen ( Buff Steal). Especially an active  Spirit Link established by  Shade cannot be removed by Cleansing Regeneration because it's just transferred to Shade and the link stays active.

Runes[]

A Healer Rune (x% heal at the end of the round) or a Vamiric Rune (heals x% of the damage dealt) triggers  Mire's  Immunize and adds Impervious buff to Mire every time he heals.

Trivia[]

  •  Mire has a similar model to  Shade  here’s why :

It’s dark. Thunderstorms can be heard in the distance as A shadowy figure  approaches the temple of Doom.  Levitating against hells mighty gravity that would crush any who dared to step in that evil lurking forsaken plAce, the figure is illuminated by those hellish purple torches, that every so often float on the walls. Fast and silently, moving like a fleeting shadow, it goes door after door, deeper into the maze of those catacombs, it arrives to the room of power. Being locked by ancient magic, the doors stand tall and mighty as bones are piled up,  after  those fast or lucky enough to get this far, only to get blocked by thy passage.

Whispers echo as the figure uses its dark spells of unknown origin to break the magic keeping the doors in place,  for any other creature this would be impossible; but this was no  ordinary creature.

Noisy metallic noises accompanied by a marching sound can be heard at the distanced - Guards and hellish creatures rush to the sealed doors, noisy metallic noises from those who  once used them mighty armors and fallen to temple, now trapped forever as servants to it, rush to purify thy intruder.

With the final words of the chanting nearly complete, the intruder quickly gets swarmed and surrounded with no where to go. Dogging arrows as it finishes, one last chanting and the spell is complete.

A Huge blast destroys the sealed ancient doors, sent to ground nearly making a new dungeon on the floor when they fell down. The room tho giant is nearly empty having one single red glowing crystal in the middle that had a faint glow coming from the ceiling. From within the dust and smoke two glowing purplish dots can be seen within the mist, entering the fainted room whose only light came from the mysterious centered object. As the entity  approaches the crystal an angry deep fiery voice echooes trough the dungeon

“YOU CANNOT HOLD IT!!! THE POWER IS RESERVED FOR THE FIRE KIN ONLY, STEP BACK OF FACE YOUR DESTRUCTION !” 

The intruder didn’t even flinched as he finally touched the crystal and removed it from its throne Sealing it in his bag of eternium he sceams “FOOL YOU HAD THE POWER TO BECOME THE BIGGEST ANTEDILUVIAN FORCE OF DESTRUCTION YET YOU GREW FEAR WITHIN YOU, NOW I WILL SHOW YOU THE POWER OF- “

A vortex pops up besides the intruder, as the faint red glow of the room turns into fiery red blazing light, following footsteps noise, Emperor ZulkOdd appears behind the paralized spirit figure 

“YOU REALLY THOUGH YOU COULD TAKE IT FOR YOURSELF SHADE??” - Emperor laughs with fiery fierce 

“IT IS HERE FOR A REASON, AND YOU WERE MY RIGHT ARM FOR ONE TOO. I GUESS I NEVER WAS ABLE TO CONTROL THE MIGHTY SHADOWY KING AND IT SEEMS YOU HAVE NO PURPOSE HERE, I HEREBY BANISH YOU FROM THIS REALM, AND I TAKE ALL YOUR ESSENCE TO MYSELF!”

ZULKODD casts the forbidden spell, as hands come from the ground grabbing Shade in place and dragging down 

“ NOOO!!! I WONT!! YOU WONT GET AWAY WITH THIS!!” Shade tried to use his powers to spirit link zulkodd but it was too late, the crystal hAd drawn all his power and left him depleted, vulnerable. As the hands get to hard to fight, Shade takes one last look to thy Magesty that quickly grabbed his staff as he was dragged down to the void.


In another land, far far from that wretched dammed place, it was just a normal day for Jumbeaux, as he was strolling down his swamp trying to enjoy the evenings sun remains, when a huge thunder blast rushed from the skies to a nearby place. Curious about the nature of the thunder, Shrek as he was Also known, Jumbeaux, decided to investigate.

As he approached the location he was met by a dying Shade, barely moving and badly burned by and never seen before fire that water could not put down. 

Jumbeaux took  him to the swamp , bathing him in special mud to help the burns to dissolve. Time went by and one day Shade woke up barely seeing what was going on he sees a big figure that tells him “EAT “ so he complies, despite never having to eat before, shade in a flinch created a mouth in his spectral body to be able to eat.

From that day on Jumbeaux would treat Shade with a mix of his own power and the mud he would gather from the Mystical Swamp plains where he lived, that also geanted him power all those centuries ago. 

One day Jumbeaux went to check on him and found a empty bed. After being somewhat worried where would is guest be he found him outside looking at the sky, enjoying the sunset colors. Approaching him he explains ever and tells his guest about how they met.

“I do remember somethings.. its blurry and very ... dark...its...its..” 

“Not worth to worry about maaan” - Jumbeaux immediately said in a calming deep voice -

“Worry not about the what was of the past, worry yes about the now and where you want your future!!”

Those words shine inside Shade as he was filled with this new sensation overwhelming him. It was so strong light started emanating from within him and there was a quick blast of light.

After this blast Jumbeaux noticed something different

“Woah your eyes man... they changed”

His once purplish fainted eyes now turned into a bright glowing green

“Yes” retorted him in a new toned deep smoothing voice, much alike Jumbeaux 

“I can feel all this power within me, around me. I feel connected to it. I... I ... am finally awake”

“I have the same power, you feel it right? That is the power of life and all that surrounds us. It will never quit you, as it is binding to you. “

“Yes... i can feel it” - looking at the last rays of sun that were fleeting the sky . “I will protect this land and this source “

“It is very brave of you, and i do Admire you, but Nature needs to protectors, it always finds a way itself... “ being interrupted by his guest

“interesting... i do understand what you say. Mire” 

“Hum come again?”

“ My name is MIRE, and I SHALL PROTECT  THIS LAND “

And that my friends, is the story of Mire

  • He is the second hero capable of applying Swamped Status, the first was  Jumbeaux

Gallery[]