Dungeon Boss Wiki


Selwyn the Enduring
Arcane Caster 
Gold Hero



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


Excess Tokens:
1 Token → 30 Aether

Unlocked
Background
Having seen every fiend the realm has to offer, this storied wizard knows just when to stop them in their tracks.
Abilities & Traits
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Attack Speed Normal
Attack Range Ranged
Damage Water
Epic Wand of the Winds
Buddy Synergy  Pontifex Mortis
Combat Style

After we ascend him and power him up some, we'll have to call him Selwyn the Endearing instead! How about it, Boss?
Damage (7/9)
Toughness (7/9)
Team Support (3/9)
Crowd Control (7/9)
Synergy (3/9)
See Hero Rating for more details about this.

Statistics Total Bonus1 Traits2 Epic Base
Attack (ATK) +130% +115% - -
Defense (DEF) +176% +115% - +20% 1206
Skill (SKL) +199% +115% - +30% 1447
Max Health (HP) +176% +115% - +20% 3618
Crit Chance (CRIT) 46% +41% - - 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: None

Resistances
Fire
Burned
0%
0%
Nature
Poisoned
Wounded
18%
18%
18%
Water
Frozen
Chilled
Cryosleep
Frostbitten
33%
Immune
33%
33%
33%
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)
Wand (Water) Freeze Immune
Northern Gale Mystical III
Chilling Blast Cyclone Barrier
Frost Barrage Arcane Winds
Ice Block

First Ascension
Second Ascension
Abilities & Traits

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Abilities & Traits

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Required Hero Stars and Evos

Evo Cost Index: 300

Evo Cost Index: 2350

Epic Selwyn the Enduring
Effect: Chance to deal 3x damage, inflicting Frostbite, then enters Ice Block.


Epic Part 2 Part 3
Wand of the Winds Arcane Oakwood Galestorm Crystal
If you have Selwyn the Enduring at level 50 or higher and fully ascended,
you can make this hero Epic.

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

 Selwyn the Enduring tokens: x1 + Daily Quests Treasure Room Heroic Summon


Challenge Mode Dungeons: (1)
Chapter Lvl. Rooms Enemies Area Evos Boss
14-8 Emperor's Palace 7 6 Crypt Emperor Tao
Rune Slots: (standard)
Selwyn the Enduring has the standard rune slots for a Water hero.
Water Water Fire Light Dark
Abilities & Traits: &

Wand (Water)
Basic Attack (None)

A Ranged Water attack doing [36% ATK] base damage. Upgrading increases damage output to [49.5% ATK] base damage.


Northern Gale
Special Attack (5 turns, AoE)

Ranged Water attack on all enemies with a chance to Freeze.
Effects | Frozen


Chilling Blast
Special Attack (6 turns), requires 1st Ascension

Ranged Water attack that deals 2x damage against Frozen targets, with a chance to Chill.
Effects | Chilled


Frost Barrage
Special Attack (4 turns), requires 2nd Ascension

Buffs self and Water allies +ATK, then does a Ranged Water attack on all enemies with a chance to Frostbite.
Effects | Frostbitten


Freeze Immune
Trait (Passive)

Cannot be Frozen.
Effects | Freeze Immune


Mystical (I/II/III)
Trait (Passive), upgrades with Ascensions

I: 1.25x damage against Tanks and Slow targets.
1st Ascension:
II: 1.5x damage against Tanks and Slow targets.
2nd Ascension:
III: 1.75x damage against Tanks and Slow targets.


Effects | Boosted Damage


Cyclone Barrier
Trait (Passive), requires 1st Ascension

Reflects 50% of Ranged attack damage back at the attacker and will cleanse one Debuff at the end of each round.
Effects | Damage Reflection | Cleanse (self)


Arcane Winds
Trait (Passive), requires 2nd Ascension

When on a team with Pontifex Mortis, Selwyn and allied Casters gain +1 Energy at the end of each round.
Effects | Energy Gain | Buddy Synergy


Ice Block
Trait (Passive), requires 2nd Ascension

Starts dungeons in Ice Block, reducing damage taken (90% Damage Reduction) and Debuff immune until his first turn. Can't be stolen, copied, or purged.
Effects | Ice Block | Shapeshift | Damage Reduction | Invulnerable

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.

Buddy Synergy - efffect (Special)
If this hero is in a team with a certain other hero, then a trait will be unlocked or enables additional effects of a trait. (Sometimes more than one other hero is needed in the team.)

Chilled - debuff (Disable/Attack)
Stops the cooldown of Special attacks for 3 turns.

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

Damage Reflection - buff (Shield/Damage/Defense)
Target reflects a % of the damage received back at the attacker.

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

Freeze Immune - immunity (Status Effect)
Can't be Frozen.

Frostbitten - debuff (Attack/Damage)
Target loses 20% HP when using a Special attack. (Skill stat of the attacker can increase the percentage.)

Frozen - debuff (Disable)
Target cannot perform any actions for 1 turn, with the exception of Icebloom's Let It Snow, which Freezes enemies for 2 turns instead. Frozen targets cannot Dodge.

Ice Block - buff (Shapeshift/Damage Reduction/Status Effect)
Target has +90% Damage Reduction and cannot be buffed or debuffed until their first or next turn. This ability cannot be stolen, copied, or purged.

Invulnerable - buff (Status Effect)
Target is immune to all debuffs.

Cleanse (self) - effect (Status Effect)
This hero can remove 1+ debuff(s) from self.

Shapeshift - effect (Shapeshift)
This hero can take an alternative form, mostly for defense. For a detailed description check out the Hero's traits/buffs and the other effects of the Shapeshift category.
Immunities & Damage Reduction: Under construction, see above 'Buffs & Debuffs'
Ascensions: (300) = + &
(2350) = +
First Ascension Second Ascension
Light Evo Larva 5x Light Evo Larva 15x
Water Evo Larva 15x Stormwind Evo 4x
Water Evo 5x Water Evo 10x
Chilling Blast (Special Attack/6 Turns) Frost Barrage (Special Attack/4 Turns)
Cyclone Barrier (Trait/Passive) Arcane Winds (Trait/Passive)
Mystical ii (Trait/Passive) Ice Block (Trait/Passive)
Mystical iii (Trait/Passive)
Synergies of Arcane heroes (Family):
 Selwyn the Enduring can get following passive buffs when teamed up with other Heroes:

Arcane Heroes get the following passive buffs:

 Arcane Assault (Trait) by  Pontifex Mortis
Self and Arcane allies deal 1.25x damage and gain 1 Energy on killing blows.
 Fairy Dust (Trait) by  Lorelei
Arcane Heroes' attacks have a chance to buff other allies' ATK.
Synergies of Water heroes (Element):
 Selwyn the Enduring can get following passive buffs when teamed up with other Heroes:

Water Heroes get the following passive buffs:

 Water Guard (Trait) by  Sir William
Increase DEF by [10%/15%/20%] for all Water allies. The boost increases with the rank (I/II/III) of this trait.
 Water Heart (Trait) by  Yasmin Bloom
+20% Max HP for self and Water allies.
 Shattering Team (Trait) by  IGOROK
Boosts damage vs Frozen targets for all Water allies.
 Elemental Empowerment (Water) (Trait) by  Samurai Takumi
ATK increases for each Water ally.
 Torrential Tides (Trait) by  Kai Makani
Water allies gain +15% Damage Penetration.
 Wave Rider (Trait) by  Kai Makani
Starts dungeons with +1 Energy and +10% Max Health for EACH other Water ally on the team.
Synergies of Caster heroes (Class):
 Selwyn the Enduring can get following passive buffs when teamed up with other Heroes:

Caster Heroes get the following passive buffs:

 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+.)
 Arcane Winds (Trait) by  Selwyn the Enduring
When on a team with Pontifex Mortis, Selwyn and allied Casters gain +1 Energy at the end of each round.
 Intellect (Trait) by  Iris
Gains 1 stack of Intellect for each Buff applied on Iris, each stack granting +5% SKL. When at 5 stacks, Intellect is removed and allied Monsters and Casters gain Hive Mind (+25% Damage Penetration, +25% Damage Reduction, and +25% SKL).
Other Synergies of Heroes:
 Selwyn the Enduring 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.
 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:
 Selwyn the Enduring can be countered by making use of the following traits and special attacks:

Caster Heroes are vulnerable to:

 Caster Hunter (Trait) by  Zurk
2x damage against Casters.
 Crush the Nerds (Special Attack) by  Zurk
Melee Physical attack that deals 2x damage against Casters.
Non-Armored Heroes are vulnerable to:

 Flesh Shredder (Trait) by
 Jabber Clenchjaw
 Jibber Clenchjaw
 Mangle Jaw
2x damage against non-Armored targets.
 Incite Doom (Special Attack) by  Emperor Zulkodd
3 Melee Physical attacks on target enemy that deals 3x damage to non-Armored targets. If target dies, all other enemies' HP is set to 75% of their current HP.
Skins: (1)
Selwyn the Enduring

Chillwyn, the Enduring

Notes and Tips[]

Like  Agnon,  Selwyn the Enduring has the ability to mitigate a lot of damage on his first turn when going into a dungeon due his  Ice Block trait. This ability is often useful in PvP, as high damage opponents can be temporarily ignored, and Selwyn can be preserved. Thus, he is able to freeze all enemies in PvP on the first turn, without fret of dying.

In  Ice Block form  Selwyn the Enduring is immune to any debuffs but can be buffed by allies.  Marrow's taunt buff and taunt from Tank Runes work while Selwyn is encased in ice and force enemies to attack Selwyn for 3 turns.

Prior Selywn's Update on March 29, 2018, as his ascension is cheap. he would sometimes be considered the "Poor Man's  IGOROK" because both Heroes can freeze enemies on the first turn. However, with  Ice Block, in PvP, Selywn mitigates 90% of all damage, making him possibly more viable than  IGOROK at times.

Gallery[]