Iris

Hero Wars: Alliance

Iris

Mage

Overview

Description

Overview and role
Iris is an Intelligence Mage from Eternity who turns buffs and debuffs into a combined finishing and burning plan. Soul Burning builds on Pure Soul charges; Inner Fire follows enemy debuffs; Bitey extends those effects. Her current Alliance kit also includes debuff immunity and anti-resurrection. It is not the Dominion exposed-soul kit, and older pre-rework resistance descriptions should not be copied into these cards.

Reading the battle cycle
Track who applies debuffs, how long they remain and whether the target already has the maximum burn charges. More debuff events are not automatically an unlimited increase. In manual play, consider enemy remaining Health before Soul Burning rather than treating it only as a damage meter. A successful finishing cast can deny revival, while ordinary burn damage must not be assumed to carry the same prohibition.

Partners and interactions
The publisher explicitly connects Iris with Tempus and Corvus through debuff extension and defense reduction, and with Octavia through allied buffs. Those are useful starting points for tests, not a guarantee of the best current lineup. Eternity-origin debuffs have a stronger Inner Fire contribution. Polaris is Progress, so her debuffs must not be assigned the Eternity multiplier merely because a secondary guide lists her among Eternity examples.

Limits and opposing pressure
Debuff immunity is not damage immunity. Iris still needs protection from direct damage and enough time to operate. The publisher specifically places fourth-skill burn under Damage over Time, which cannot miss, be dodged or reflected; older dodge-based counter arguments for that burn need reevaluation. That rule does not establish unavoidable damage for every Iris ability, nor does it prevent healing or mitigation from changing the fight.

Development decisions
Magic Attack affects damage, execution threshold and attack reduction. Magic Penetration matters to magic damage against enemy resistance, while Health and defenses determine whether Iris reaches another cycle. Her utility is not captured by final damage totals alone: a prevented revival or a useful debuff extension can matter disproportionately. Test the actual supporting debuffs before replacing a survival upgrade with more theoretical damage.

Artifacts

Tome of Enslaved Souls grants Magic Attack to the team. Tome of Arcane Knowledge gives Magic Attack and Health; Ring of Intelligence gives Intelligence. The weapon supports a temporary magical window when Soul Burning activates. The book also addresses personal survival. Do not import Dominion artifact assumptions or conclude that the weapon's team buff is permanently included in every formula.

Glyphs and skins

The listed glyphs are Magic Penetration, Health, Magic Attack, Intelligence and Magic Defense. Stellar+ and Beach provide Magic Attack; Masquerade provides Health; Cybernetic provides Armor; Celestial provides Magical Crit Hit Chance; Winter provides Crushing; Default provides Intelligence. These are catalogue stat assignments, not a purchasing order or a stock check. Enhanced and base versions must not be counted twice.

Talismans

The publisher lists Collector with Intelligence and Erudition with Armor. The secondary catalogue pairs Collector with Magic Defense rolls and Erudition with Magic Penetration rolls. A defensive-looking main slot can therefore come with offensive secondary benefits. Compare whole equipped talismans at hero level 120, including rolls and upgrades, instead of assuming Intelligence always wins from the headline alone.

Rework, Relics and class progression
The reviewed rework report distinguishes the current immunity and debuff-retaliation kit from older behavior. Secondary Relic reporting describes Soul Agony every 19 seconds, Bitey's reduction lasting 7 seconds, an Inner Fire cap of 10, and Curse of Weakness adding 3 seconds to debuffs through the ultimate or basic attacks. These are not base values. The reported level-10 Otherworldly Creature upgrade conflicts with the publisher's general ultimate-upgrade rule; exact tiers remain unresolved. Mage class Energy and Realm skills are separate. The official DoT notice gives April 27, 02:00 UTC without a visible year.

Faction
Eternity

Skills

Skills

Skill 1

Soul Burning

White · Ultimate and charge mechanic

Soul Burning gains Pure Soul charges from buffed allies and debuffed enemies, then uses them to strengthen its attack. Enemies below its Health threshold can be finished, and heroes killed by this skill cannot be resurrected; the publisher separately confirms the resurrection-prevention interaction. The reviewed wording does not settle whether each distinct effect, each affected hero or a particular event window determines the charge count.

Numbers and timing
Maximum-skill base damage and execution threshold: 0.40 × A + 12,000. Extra damage per Pure Soul charge: 0.05 × A + 600. Animation delay: 0.88 seconds. Threshold is a Health amount, not a fixed percentage. Charge reset, maximum charge count and pre-/post-damage execution ordering remain uncertified.

Numerical scope: P is this hero's Physical Attack, A is Magic Attack and H is Health; P_start denotes the starting-battle snapshot where specified. These are secondary Alliance maximum-skill expressions, not formulas for arbitrary skill levels or a certified maximum build. This skill's cap is 120, separate from hero level and rank. Published cooldowns/animation delays are baseline observations, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no current-client observation.

No per-level data provided.

Skill 2

Otherworldly Creature

Green · Automatic debuff

Otherworldly Creature sends Bitey to weaken enemies by lowering Magic Defense and extending debuffs. The extension covers effects already present and those applied during its active window. This links the familiar to Inner Fire's persistence and other allies' control or weakening effects. It does not establish that immunity is bypassed, that every status counts as a debuff, or that extensions stack indefinitely.

Numbers and timing
Magic Defense reduction lasts 5 seconds; qualifying debuffs are extended by 5 seconds. Maximum-skill reduction: 0.20 × A + 3,000. Initial cooldown: 1 second; baseline: 10 seconds; animation delay: 1 second. Exact target path and repeated-extension accounting require client observation.

Numerical scope: P is this hero's Physical Attack, A is Magic Attack and H is Health; P_start denotes the starting-battle snapshot where specified. These are secondary Alliance maximum-skill expressions, not formulas for arbitrary skill levels or a certified maximum build. This skill's cap is 120, separate from hero level and rank. Published cooldowns/animation delays are baseline observations, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no current-client observation.

No per-level data provided.

Skill 3

Mysterious Pact

Blue · Passive immunity and retaliation

Mysterious Pact grants Iris permanent immunity to debuffs. When an enemy debuffs or marks an ally, she responds by lowering that offender's Physical and Magic Attack for a limited interval. The protection applies to Iris, not automatically to all teammates. Immunity does not negate direct damage, and the retaliation should not be recast as unrestricted growth of Iris's own Magic Attack.

Numbers and timing
Maximum-skill reduction to each attack stat: 0.10 × A + 4,800. Reduction duration: 7 seconds. Per-target trigger restriction: no more often than once every 0.5 seconds. Stacking versus refreshing of successive reductions and interaction with every mark type are not client-verified.

Numerical scope: P is this hero's Physical Attack, A is Magic Attack and H is Health; P_start denotes the starting-battle snapshot where specified. These are secondary Alliance maximum-skill expressions, not formulas for arbitrary skill levels or a certified maximum build. This skill's cap is 100, separate from hero level and rank. Published cooldowns/animation delays are baseline observations, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no current-client observation.

No per-level data provided.

Skill 4

Inner Fire

Violet · Passive debuff-linked burn

Inner Fire adds a burning charge when an enemy receives a debuff. That charge deals magic damage while its linked debuff remains; an Eternity hero's qualifying effect produces the stronger burn. The cap is per target. Publisher guidance explicitly classifies this fourth-skill burn as Damage over Time, so its ticks cannot miss, be dodged or reflected. This does not remove conditions for applying the initiating debuff.

Numbers and timing
Maximum 5 concurrent charges on a target. Maximum-skill ordinary charge: 0.05 × A + 2,400 magic damage per second; Eternity-origin charge: 0.10 × A + 4,800 per second. A source table's generic one-second duration is not a one-second total lifetime; the tooltip ties persistence to the debuff.

Numerical scope: P is this hero's Physical Attack, A is Magic Attack and H is Health; P_start denotes the starting-battle snapshot where specified. These are secondary Alliance maximum-skill expressions, not formulas for arbitrary skill levels or a certified maximum build. This skill's cap is 80, separate from hero level and rank. Published cooldowns/animation delays are baseline observations, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no current-client observation.

No per-level data provided.

This content is not associated with NEXTERS, is not supported, sponsored or approved by NEXTERS, and NEXTERS is not responsible or liable for it

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