Aegis Shield (buff): The next attack dealt this target is reduced to zero. The shield does not expire, but instead stays until a source of damage hits it. A Debuff from the attack will still take effect. Therefore Damage over Time debuffs remove the shield. Boosted Damage (effect): The target suffers boosted damage from the attack. A fly-out text of a multiplier or percentage paired with the icon of the trait or debuff that caused the extra damage is shown (Damage 1.75x [Mythical Icon], +140% [Feared Icon], etc.). Damage Reduction (effect): The damage suffered is mitigated by certain percent. Damage Reduction is capped at 90% and applied multiplicative. DEF+ (buff): Affected target has a boost to DEF stat, reducing the amount of damage they take for the next 3 turns. Additional application of the effect refreshes its duration. The amount DEF boosted is based on the level of the skill. Fear Immune (immunity): Immune to Feared debuff. guaranteed crit Protect (effect): The hero guards their allies, and will jump in front of an endangered ally to protect them and take the hit. Pumped (buff): Any attack that hits the target triggers a counter attack. Revenge attacks (effect): If the target (or an ally) is hit there is a chance for a Revenge attack, a basic attack. Buffs (like Pumped) or traits (like Slow) can grant Revenge attacks. Revenge attacks can trigger Epics but not another Revenge attack of the enemy to prevent endless loops. Taunt (buff): Enemies are forced to use single targeting abilities on the taunting target for three turns. Subsequent applications of the effect refreshes its duration. Several kinds of Taunt add another buff, for instance Reflecting Taunt adds Damage Reflection, Burning Taunt adds Burning Skin. Unbreakable Heart (buff): Avoids death from a death blow, health will stay at 1 HP.
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.
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+.)
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.)
Sir William can be countered by making use of the following traits and special attacks:
Melee Spirit attack for [150% ATK] base damage, will purge [1/2/3] buffs and add [1/2/3] elemental buffs. The number of purged and added buffs depends on the rank (I/II/III) of this special attack. The elemental buffs are I=Hunter, II=Resistance, III=Touch. The elemental buffs will be the same type as the target. Example: If a Dark enemy is attacked the buffs will be: Dark Rancor I, Disease Resistance, and Disease Touch.
To increase Sir William's abilities, a mixture of ascending and gaining him Tokens will help him significantly. Ascending him will make him better at protecting the team, with new powers and passives to do so, and increasing his Star Level will give him a health and DEF buff, increasing his skills as a taunter. The other main option for a Tank is Stone Fist. There are several differences between the two. The first is Sir William is armored, Stone Fist is magical. The second is Stone Fist is based around debuffing the enemy team, while Sir William is more for buffing his own team. Finally Sir William can punch harder and isn't slow, but Stone Fist has a higher defense and health, and immunities due to Impervious .
William's role in a team is to Taunt for his allies, as well as give DEF buffs, particularly for a water team. His armored trait helps him significantly at this, making all physical attacks deal significantly less damage. The downside of his armor is that it makes William vulnerable to shock and Armor Hunters like Therand Fiddlestrom.
William himself also has the Protector of the Realm trait, giving him a boost to Undead ,Demon, Monster and Beast Heroes. Both make him effective at dealing damage against the respective targets. Fire Beast, such as Mangle Jaw and Torchy, are easy prey for Sir William. But watch out! Unlike Stone Fist William is not fire-proof.
Another trait that is worthy of mention is the passive Water Guard , giving all water allies a DEF buff. This works well for an all water team.
Sir William's first ability, Bring It On , is a special version of Taunt. It causes William to retaliate any attack. However Leonidus and Emperor Zulkodd are among some heroes who are immune to this, due to Flying in the Face and Reckoning of the Wicked respectively.
Synergy With Other Heroes
Sir William is a good taunter, and works well with any team that needs a taunter, regardless of the team members themselves.
If going for an all Water Team, combining Sir William with Yasmin Bloom can lead to a large buff for all water allies, thanks to William's Water Guard and Yasmin's Water Heart , giving both a DEF buff and Health buff to all water allies. If combined with IGOROK's Shattering Team and another damage dealing water hero, this can lead to a very strong team.
Uses in pvp
When Sir William is used in PvP, it is best to take advantage of his Water Guard passive to increase the DEF of all water allies, regardless of whether he is attacking or defending. Sir William is an effective defender, as he is the only character who uses Taunt as his first action. This results in an instant taunter for your team, and he is the only character to do this. Sir William also works on increasing the DEF for a standard team, with Bulwark and his taunt.
Please note that although William is a robust DEF tank (like all armored high DEF tanks), it lacks the defense against fire and lightning damage, and attacks that ignore armor. Also when Taunt is active William is vulnerable to the trait Challenge Accepted that Julius and Squinch have.
Notes and Tips
Sir William's Bring It On lasts one round longer than all the other taunt abilities, and has mutiple funny animations when the skill is used.