AT A GLANCE
Strengths
- Hard control: Mark of the King (stun)
- Mobility: King's Calling
Weaknesses
- No protection from crowd control
- Long ultimate cooldown — 60 / 55 / 50 s by level
SKILLS
Mark of the King
stunhealing
Minsitthar's Basic Attacks and skills apply a stack of Mark of the King, up to 5 stacks. Upon reaching max stacks, the next attack detonates all Mark of the King stacks, dealing 400 (+6% max HP) physical damage and stunning the target for 0.8 seconds while healing Minsitthar for 400 (+6% max HP) HP. Can only trigger once every 6 seconds on the same target.
Spear of Glory
Cooldown: 13–9 s by level
pullslowstun
Minsitthar thrusts forward with the Spear of Glory, dealing 175–300 (+40% PA) physical damage and slowing enemies hit by 30%. Enemy heroes hit by the tip of the spear will be stunned for 0.6 seconds. After a short delay, Minsitthar pulls back the spear, dealing 175–300 (+40% PA) physical damage to all enemies along the way and dragging enemy heroes hit to him.
Shield Assault
Cooldown: 7–5 s by level
slowdamage reductionshieldonly interrupted by: suppression
Minsitthar awakens the power in his shield and releases it, dealing 100–200 (+45% PA) physical damage to all enemies in a rectangular area and slowing them by 80% (decaying rapidly over 2 seconds). Meanwhile, he enters Phalanx state for 3 seconds, reducing damage taken from the front by 25%–50% and enhancing his Basic Attack to swiftly strike an area in front of him for 100–200 (+45% PA) physical damage per hit.
King's Calling
Cooldown: 60 / 55 / 50 s by level
immobilizeslow
Minsitthar charges forward and calls 4 Royal Guards to form a field around him. The Royal Guards cannot move but will attack enemies in the field for (+40% PA) physical damage.
Enemies in the field are slowed by 20% and cannot use movement skills.
WHO COUNTERS MINSITTHAR
Pick them when the enemy has Minsitthar · score is their advantage
Natalia11.5
She roams onto him across the map and opens from stealth — King's Calling bans movement skills, and she needs none of them to kill him.
Yin10.2
The domain isolates him from the guards his ultimate depends on and you win the duel inside it.
Yu Zhong9.3
You out-sustain the zone and the dragon form reaches past its edge.
Akai9.0
Heavy Spin removes every control effect on you and pushes him away from his royal guards, then pins him to a wall.
Thamuz8.9
Being pulled in is exactly what you want — Cauterant Inferno out-damages and out-heals everything inside King's Calling.
WHO MINSITTHAR COUNTERS
Pick Minsitthar into them
Harith11.5
Chrono Dash is banned inside the zone, which takes away the only thing keeping Harith alive.
Freya11.5
King's Calling blocks Leap of Faith and pins her down where she cannot fight.
Joy11.4
King's Calling bans dashes, and her dashes are both her damage and her immunity — inside the zone she has nothing at all.
Arlott11.2
Movement denial locks him out of the dashes his entire reset loop needs.
Leomord11.1
You knock him off Barbiel before the mount completes and the whole power spike is gone.
BEST TEAMMATES
HOW TO PLAY MINSITTHAR
Your Ultimate 'King's Calling' is a nightmare for mobile heroes; it prevents them from using any dash or blink skills. Use your Spear (S1) to pull key targets into your Ultimate or under your turret to secure kills.
HOW TO PLAY AGAINST MINSITTHAR
- Only suppression interrupts Shield Assault.
- No protection from control — a stun before the engage wins the duel.
- After the ultimate you have 50–60 seconds without it — force fights then.
HIDDEN MECHANICS
What the in-game descriptions do not tell you: crowd-control rules and verified skill quirks. How crowd control works →
- Stun — basic-level control: interrupts only some skills, not most channels; blocked by control immunity.
- The stun is triggered by attacking a target with 5 marks, not when the 5th mark is placed on the target.
- Stun — basic-level control: interrupts only some skills, not most channels; blocked by control immunity.
- The spear pulls enemies into Minsitthar's current position, allowing them to be pulled sideways or further away with Flicker. Enemies hit by the tip of the spear and suffering the stun effect are able to be pulled from any distance, regardless of how far Minsitthar is displaced from his original cast location. Enemies not stunned by the initial cast but laying within the path of the spear will only be pulled if they remain within the area when it happens, allowing them to escape should the AOE of the skill be displaced.
- The pull component of this skill can be immediately cancelled into his King's Calling or Shield Assault, provided they were queued in advance after casting. Cancelling into King's Calling will allow the skill to pull sideways or further away, similar to combining with Flicker Both of these can be combined to allow for extremely long pulls. However, it requires precision timing, and Flicker must be cast after King's Calling's blink animation is triggered, as the former cancels the latter if cast too early. Casting Flicker too late will also cause enemies to only be pulled to the edge of the Ultimate's radius. Cancelling into Shield Assault casts the skill at the exact moment an enemy would enter the range of the second skill without displacements, allowing Minsitthar to more quickly rack up stacks of Mark of the King.
- Only these interrupt it: suppression.
- Minsitthar's cannot change the direction he's facing during Phalanx state.
- Minsitthar's enhanced Basic Attack can deal damage to turrets.
- This state can only be interrupted with suppressed.
- Phalanx state's basic attack uses a separate damage formula compared to his regular basic attacks. It is NOT an extra damage component added on top of his regular basic attack damage, but rather a secondary type of basic attack entirely. Due to it's low scaling, attaining high amounts of Physical Attack will allow regular basic attacks to out-damage those from Phalanx State.
- Immobilize — low-level control: does not interrupt skills — the target can still cast; blocked by control immunity.
- Despite its description, casting King's Calling technically "blinks", not "charges."
- Royal Guards are invincible.
- Royal Guards' basic attacks can trigger 40% Minsitthar's attack effects. Despite this, they will not trigger emblem talents with basic attack trigger requirements such as Quantum Charge, Concussive Blast, and Weakness Finder, nor will they trigger them for Minsitthar, but they will still trigger Focusing Mark
- They internally benefit from attack speed, but their attack rate is fixed (one (1) attack every 0.93 seconds). This means that they can only attack up to five times regardless of attack speed. However, they can benefit from Golden Staff, which allows them to get the equivalent of two (2) additional basic attacks via the "Endless Strike" passive, this also conveniently allows the Royal Guards to apply triple the amount of Mark of the King stacks on the hit that triggers this passive.
- They benefit from critical chance but they cannot reduce the cooldown time of Windtalker's Unique Passive "Typhoon" (by either critical chance attribute or by attacking, making the passive only available on their first attack).
- They cannot trigger Azure Blade and items whose one of the component items are Azure Blade due to their inability to cast skills.
- The Guards will attack any enemies within its attack range but prioritizes enemies within the field.
- Royal Guards do not benefit from penetration attribute items. Royal Guards can gain penetration from War Axe's passive.
- Royal Guards will trigger Thunder Belt's "Thunderbolt" passive AOE individually, but will not grant its stacks of permanent hybrid defense onto Minsitthar
- Enemy abilities with the Mobility tag in their description is disabled.
- Purify and other Crowd control immunity abilities will not free enemies from root while they remain within the AOE of this skill, even by becoming untargetable. An exception to this would be if an ability that would be cancelled by this skill was already mid-cast when the AOE is summoned, such as the charging component of Lancelot's Phantom Execution and/or Benedetta's Alecto Final Blow, in which case they would still fire off without issue, potentially allowing them to escape.
- For more details, see root.
