Pollen overview
Once her field is active, repeated shielding and healing can make the team feel unkillable. The Earth's Child supplies immediate magic and scales especially well beside Burn from Funke. Her first fights can still be weak because an unitemized Pollen does little before she casts.
How to use Pollen
Game plan
- Do not expect an unitemized early Pollen to rescue a weak board immediately.
- Pair The Earth's Child with multi-target Burn, especially The Stoked Funke.
- Use Grace or another reserve scaler when repeated shield instances can amplify team stats.
Items
- Prioritize mana regeneration, which often arrives alongside useful magic.
- Starting mana helps her protect the frontline before it falls.
Positioning Against enemy Mage area damage, place her in the far back even if that means her field does not heal Pollen herself.
Source limits The caption is inconsistent about the exact Grace specialization used in one scaling interaction, so this guide leaves that path unnamed.
Pollen upgrades
Rank B cards and A/S pools are current to Demo 0.5.5. The guide itself remains tied to the older video patch; notes appear only when the video covers a choice.
The Bloomer
Discussed in sourceAfter Stall (15), Double Sanctuary of Bloom's healing and Shielding. It lasts 1 second longer.
The Fae's Kiss
Discussed in sourceAfter Stall (10), Sanctuary of Bloom inflicts 100% more Poison. After Stall (30), increase the amount of Debuffs on all enemies by 33 (+33 Rank)%. Backup.
The Earth's Child
Discussed in sourceGain the Mage class and 30 Magic. After Stall (20), Sanctuary of Bloom also inflicts 0 (+1/33 Magic) Frost and 0 (+1/25 Magic) Burn each second.
Class modifiers
A and S use the same pool. Each rank adds one modifier. Offers are random; S excludes the modifier already owned. Base pools always apply; a Via pool applies only when that Rank B path is selected.
MysticBase class15 modifiers
Stall Certainty
Mystic / TankStall abilities trigger 6 seconds faster. Backup.
Mystics gain 1 Mana Regen for each reroll this game. Backup.
Every other cast, gain 3 Shards.
Backup Only: At start of combat, gain 5 Shards and give Heroes 500 (+500 per rank) Shields.
On Stall trigger, gain 1 Shard and give Heroes 3 Mana Regen. Backup.
After Stall (30), permanently gain 4 Mana Regen.
When this Hero applies Shields, apply 50% more Shields.
On cast, give other Heroes 100% Mana Regen Attack and 100% Mana Regen Magic.
At start of combat, give this Hero and adjacent Heroes 400 (+250% Magic, +1000% Mana Regen) Shields.
Backup Only: At start of combat, give Heroes 4 (+4 per rank) Mana Regen, 50 (+25 per rank) Attack, and 50 (+25 per rank) Magic.
On cast, give the lowest percent health Hero 100 (+500% Mana Regen) Shields.
On cast, permanently gain 2 Magic.
On cast, increase the amount of each Debuff on enemies in range by 50% Mana Regen.
On cast, gain 1 Mana Regen for each type of Debuff on all enemies.
On cast, give the lowest percent health Hero 1 Shield per 2 Debuffs on all enemies.
MageVia The Earth's Child15 modifiers
At start of combat, if this Hero is in the front row they gain 100% Magic Defense.
At start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.
Stall abilities trigger 6 seconds faster. Backup.
On auto attack, deal 100% Magic bonus damage.
On cast, gain 100 Crit.
On cast, inflict 50% Magic Burn on enemies in range.
On cast, gain 1 Magic per 4 Burn on enemies in range.
After Stall (20), inflict 80% Magic Burn on all enemies.
At start of combat, Mages permanently gain 20 Magic. Backup.
On cast, inflict 25% Magic Frost on enemies in range.
On cast, gain 1 Magic per 5 Frost on enemies in range.
After Stall (20), inflict 35% Magic Frost on all enemies.
After Stall (25), permanently gain 40 Magic.
After Stall (15, Stall 30, and Stall 45), gain 100 Mana.
Gain 8 Mana Regen and 40 Starting Mana.
Single-hero sandbox. The source names The Bloomer, so it is preselected. Position, items, teammates, and relics are left blank.


