Taunts, forcing all enemies to target this Hero with attacks, buffs DEF, and gains a Pumped Buff (will Revenge all attacks done on him).
Effects | Taunt| DEF+| Pumped| Revenge Attacks
Guarding Strike
Special Attack (3 turns), requires 1st Ascension
Melee Physical attack that buffs team +DEF.
Effects | DEF+
Last Stand
Special Attack (5 turns), requires 2nd Ascension
Melee Physical attack on target enemy with splash damage that grants the team Unbreakable Heart for 3 turns.
Effects | Unbreakable Heart
Armored
Trait (Passive)
Takes 25% less damage from Physical attacks.
Effects | Damage Reduction
Water Guard (I/II/III)
Trait (Passive), upgrades with Ascensions
I: +10% DEF for self and Water allies. 1st Ascension: II: +15% DEF for self and Water allies. 2nd Ascension: III: +20% DEF for self and Water allies.
Courageous Knight
Trait (Passive), requires 1st Ascension
Immune to Fear and will jump in front of a single-target attack that would be a killing blow against an ally.
Effects | Protect| Fear Immune
Tit for Tat
Trait (Passive), requires 1st Ascension
Aegis Shield will be generated when damaged. Any CRIT taken on this Hero will cause them to CRIT on their next action, even if elementally disadvantaged.
Effects | Aegis Shield| Damage Reduction| Guaranteed CRIT
Protector of the Realm
Trait (Passive), requires 2nd Ascension
Takes less damage from Beast, Demon, Monster, and Undead enemies and deals 2x damage to those enemy types.
Effects | Boosted Damage| Damage Reduction
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.
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.
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+.)
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.
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.
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.
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:
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 up to [1/2/3] buffs on target and add [1/2/3] elemental buffs to all allies. 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.
Armor piercing Ranged Physical attack for [92.5% ATK] base damage that Blinds the target (lowering their attack and defense, 73%@lvl 80) and reduces the target's energy by 1. Starts Powered.
Self and allied Constructs gain 1 Energy, then does a Ranged Lightning attack on all enemies with a chance to Fear. Deals boosted damage to Armored targets.
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.
Skill Breakdown[]
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.
On June 30, 2016Sir William became fearless and got an improved taunt ability from the New Changes to Six Heroes update.
When Nitpick and Icepick were updated on January 4, 2019, Sir. Williams Tit for Tat trait was upgraded and now grants him an Aegis shield when damaged.