King SSR
The Fairy King, Sin of Sloth — one hero, three completely different kits.
King — Harlequin, the Fairy King and Sin of Sloth — is, like every three-weapon hero, three units in one slot. Staff is a Bloom-stacking Holy carry with one of the best Combined Attacks in the game, Book is a non-elemental survival Warden, and Wand is an Earth-team support battery. This guide reads every line of his in-game data so you know exactly which King to bring.
- Sin of Sloth
- 3 weapon paths
- Holy / Earth
- Attacker · Warden · Supporter
- Combined-attack carry
Should you build King?
King is one of the most complete three-weapon heroes because his weapons cover three distinct jobs. Staff is a self-scaling Holy carry built on Bloom / Full Bloom, and its Ultimate is a 433% Combined-Attack base that also grants the whole team +30% Magic Charging Efficiency — a genuinely premium combo opener. Book is a non-elemental survival Warden (team barrier, big self-heal, a strong low-HP team passive). Wand is an Earth-team support and Magic battery.
If you only invest in one path, Staff is the headline: a strong standalone carry whose Combined Attack uplifts the whole team's Magic economy, which is why King is a top-tier combo partner across the roster. Book is the pick when you need a durable, element-agnostic Warden for any composition. Wand is the specialist support for dedicated Earth teams.
Bottom line: King is worth building, and the Staff path in particular is both a strong carry and one of the best Combined-Attack enablers in the game. Pick the path that fixes a hole in your roster — a Holy carry, a universal Warden, or an Earth support.
Strengths
- Three full kits in one hero — Staff (Holy Attacker), Book (Warden), Wand (Earth Supporter).
- Staff Ultimate Shining Blaze: 433% base, scaling with Bloom, +50% damage & +50% Crit Chance under Full Bloom.
- Staff's Combined Attack grants ALL allies +30% Magic Charging Efficiency for 40 sec — a top-tier combo opener.
- Bloom self-scaling: stack to 15 for Full Bloom (+25% Attack, +10% Defense Shatter).
- Book passive Sacred Tree's Protection: −20% team damage taken and +30% Healing Efficiency at low HP.
- Book Ultimate Forest's Protection: team barrier (18% Max HP) plus sustained regen.
Weaknesses
- Building all three paths is expensive — most accounts realistically commit to one.
- Staff needs a short Bloom ramp before Full Bloom and the Ultimate hit their peak.
- Wand's whole value is element-locked — it only buffs Earth allies.
- Book is a pure support tank — almost no personal damage.
- Book's strongest passive only triggers when HP is 30% or lower, so it rewards risky play.
Weapon paths
King swaps the entire kit with the weapon you equip. Pick the path that matches the team you are building.
Staff
A self-scaling Holy carry built on Bloom / Full Bloom, with a premium Combined Attack.
- Bloom: +1% Attack per stack (max 15); at max → Full Bloom (+25% Attack, +10% Defense Shatter).
- Passive Fairy King: Bloom on Critical Hits and on hitting Burst-active enemies.
- Ultimate Shining Blaze: 433%, scales with Bloom; under Full Bloom +50% damage and +50% Crit Chance.
- Combined Attack (Ultimate base): +30% Magic Charging Efficiency for all allies for 40 sec.
Book
A non-elemental survival Warden: team barrier, big self-heal and a strong low-HP team passive.
- Guardian Shield: Reaction-immune, −65% damage taken, heals on release (15% Max HP + 150% Attack).
- Mark of the Forest: +2% damage taken per stack (max 10) — a team-wide damage amp.
- Ultimate Forest's Protection: all allies get an 18%-Max-HP barrier plus regen.
- Passive Sacred Tree's Protection: −20% team damage taken and +30% Healing Efficiency below 30% HP.
Wand
An Earth-team support and Magic battery — Defense buffs, Earth-damage buffs and Magic regen.
- Healing Stance: regenerates Magic Gauge and grants allies +6% Defense (stacking).
- Fairy Power: grants all allies Forest Fairy (+20% Earth Damage) for 40 sec.
- Passive Fairy's Protection: +5% Attack and Defense to all Earth allies per Magic Point (max 7).
- Skills and Tag refund large chunks of Magic Gauge to keep the team's economy flowing.
Staff — the Bloom carry & combo opener
The headline path: a self-scaling Holy carry whose Combined Attack uplifts the whole team.
The Staff identity is Bloom. Tempest Staff, Holy Swarm and the passive Fairy King all build Bloom stacks (+1% Attack each, up to 15); reaching max consumes them and grants Full Bloom for 20 seconds — +25% Attack and +10% Defense Shatter. The passive feeds Bloom off Critical Hits and any Burst-active target, so the ramp is fast in real fights. Holy Swarm and the Ultimate both scale further with current Bloom, and gain a large flat bonus while Full Bloom is up.
Shining Blaze is the payoff: 433% of Attack, +2% per Bloom stack, and under Full Bloom an extra +50% damage and +50% Crit Chance. Critically, using it as a Combined-Attack base grants every allied hero +30% Magic Charging Efficiency for 40 seconds — a team-wide economy boost that makes King one of the most valuable combo openers in the game, not just a solo carry.
Staff skill breakdown (from in-game data)
- NormalPiercing Staff
Standard Holy combo between skill casts.
- FirstTempest Staff
+1 Bloom, then 166%. Bloom: +1% Attack/stack (max 15) → Full Bloom (+25% Attack, +10% Defense Shatter).
- SecondHoly Swarm
245% + Bloom per enemy hit; +2% damage per Bloom stack, +40% under Full Bloom.
- TagBee Chase
Tag-in hit; +15% Crit Chance for 20 sec.
- UltimateShining Blaze
433%; +2% per Bloom, Full Bloom → +50% damage & +50% Crit Chance. Combined-Attack base → all allies +30% Magic Charging Efficiency for 40 sec.
- PassiveFairy King
Gains Bloom on Critical Hits and on attacking Burst-active enemies (max 15).
Book — the universal survival Warden
Not a solo carry. An element-agnostic tank that keeps any composition alive.
Book turns King into a universal Warden — its element is neutral, so it slots into any team. Guardian Shield is a stance that makes him Reaction-immune, cuts damage taken by 65% and, on release, heals for 15% of Max HP plus 150% of Attack while ticking Mark of the Forest onto nearby enemies. Mark of the Forest stacks (up to 10) raise the target's damage taken by 2% each, so even the tank path adds a team damage amp.
His Ultimate, Forest's Protection, blankets the whole team in an 18%-of-Max-HP barrier with sustained regen, and the passive Sacred Tree's Protection is a powerful panic button: while any ally is at 30% HP or lower, the whole team takes 20% less damage and heals 30% more efficiently. Personal damage is minimal — this is a pure defensive support pick.
Book skill breakdown (from in-game data)
- NormalGuardian Punch
Filler combo; 20% chance to apply Mark of the Forest (max 10).
- FirstGuardian Shield
Stance: Reaction-immune, −65% damage taken; on release heals 15% Max HP + 150% Attack and applies Mark of the Forest.
- SecondProtector of the Forest
151%; applies 3 Mark of the Forest stacks (max 10).
- TagUpper Arc
Tag-in hit.
- UltimateForest's Protection
All allies gain a Barrier (18% Max HP) and regen (0.8% Max HP + 25% Attack every 2 sec) for 20 sec.
- PassiveSacred Tree's Protection
While any ally is at ≤30% HP: −20% team damage taken and +30% Healing Efficiency.
Wand — the Earth-team Magic battery
A dedicated Earth support: Defense buffs, Earth-damage buffs and heavy Magic regen.
Wand is an Earth-team enabler. Healing Stance regenerates Magic Gauge over time while granting all allies stacking +6% Defense, and Fairy Power hands the whole team Forest Fairy — +20% Earth damage for 40 seconds. The passive Fairy's Protection scales with King's own Magic: every Magic Point grants all allied Earth heroes +5% Attack and Defense, up to seven times.
His skills and Tag refund large chunks of Magic Gauge (the Tag alone returns 200), so King keeps the team's Magic economy flowing while buffing it. Outside an Earth composition most of this value evaporates — build this path deliberately as a dedicated Earth support core.
Wand skill breakdown (from in-game data)
- NormalEarth Shot
Light filler combo.
- FirstHealing Stance
Stance: +80 Magic/sec and +6% allies' Defense for 20 sec (stacks up to 5).
- SecondFairy Power
130%; grants all allies Forest Fairy (+20% Earth Damage) for 40 sec.
- TagEarth Impact
Tag-in hit; restores 200 Magic Gauge.
- UltimateSharp Slash
167%; each hit restores 100 Magic Gauge.
- PassiveFairy's Protection
+5% Attack and Defense to all allied Earth heroes per Magic Point (max 7).
Potential priority
Each path has its own Potential track unlocked with King's Potential Points (Exchange Shop, server-capped).
Across all three paths the pattern is the same: odd levels (1, 3, 8) are flat Attack / Defense / Max HP, while even levels are the meaningful skill amplifiers. You feel the jumps at the amp levels, so prioritise reaching them.
What the amp levels actually do (per data)
- Staff — Lv2 Normal +20%, Lv4 Special Attack +35%, Lv6 Normal Skill +75%, Lv7 +2 Bloom and +2 hits on Normal Skill, Lv9 Ultimate scales further with active Bloom, Lv10 Ultimate final strike adds a 35% Attack AoE.
- Book — Lv2 Tag +25%, Lv4 +50% Special Attack HP recovery, Lv6 +10% more passive damage reduction and Healing Efficiency, Lv7 +2 Mark of the Forest on Normal Skill, Lv9 +50% Forest's Protection healing, Lv10 +10 sec Forest's Protection and +20% Defense.
- Wand — Lv2 Normal +20%, Lv4 +50% Special Attack Magic recovery, Lv5 Forest Fairy → Forest Fairy King, Lv6 +1000 Magic per Ultimate hit, Lv7 −7.5 sec Ultimate cooldown, Lv9 Ultimate +30%, Lv10 +30% team Earth damage on the Special Attack stance.
Weapon and gear direction
King's compatible grade-5 weapons and what their passives reward.
King's only grade-5 weapons with passives are the Black Flame Wings line (activating a Burst → +28% Attack and +6% Crit Chance for 10 sec), available on the Staff, Book and Wand weapon types — strong on the Staff carry which already wants crit for Bloom generation. On the support and Warden paths, raw-damage weapons matter far less than his team buffs, so budget grade-4 options (Crimson Flame, Jet-black) are perfectly fine.
Notable compatible weapons (data-listed)
- Black Flame Wings (g5) — Activating a Burst → +28% Attack and +6% Crit Chance for 10 sec. Available on Staff, Book and Wand.
- Crimson Flame (g4) — Activating a Burst → +28% Attack for 10 sec — a strong budget option on every path.
- Jet-black (g4) — Using the Ultimate Move → 20% chance of +50% Crit Chance for 7 sec; good on the Staff carry.
Costumes
King ships with the default Inexperienced Fairy King costume, a grade-4 skin Forest's Footsteps, and two grade-5 skins in the data: The Grizzly Sin of Sloth and Shadow of the Deep Forest.
Best teammates
King is a premium Combined-Attack carry: his Staff Ultimate is a 433% base, and as a Combined-Attack opener it grants all allies +30% Magic Charging Efficiency for 40 sec. The numbers below are each partner's Combined-Attack damage as listed in his data — pair him with high-payload carries.
- 1
DrakeHighest listed partner; appears in his verified 3-hero combos.461% - 2
MeliodasPremium carry most accounts own from launch.449% - 3
HowzerStrong, widely-owned combo partner.406% - 4
ElaineReliable 400%+ combo.402% - 5
DreyfusRound 400% combo damage.400% - 6
EscanorPremium carry that loves his Magic-economy buff.397% - 7
DianeSolid alternative combo partner.371%
Verified 3-hero Combined-Attack combos in his data: Drake + Mannie, Daisy + Mannie, Gilthunder + Mannie.
Plan it on ZeroLuck
This guide tells you how the kit works — these free community tools let you actually build it, share it and race it.
FAQ
- Which King weapon should I build first?
- Staff, almost always. It is a strong self-scaling Holy carry and its Combined Attack grants the whole team +30% Magic Charging Efficiency for 40 seconds, making King one of the best combo openers in the game. Build Book for a universal survival Warden, and Wand only for a dedicated Earth team.
- What is Bloom / Full Bloom?
- On the Staff path, King stacks Bloom (+1% Attack each, up to 15) from skills, Critical Hits and Burst-active targets. Reaching 15 consumes them all and grants Full Bloom for 20 seconds: +25% Attack and +10% Defense Shatter, plus large bonuses on Holy Swarm and the Ultimate.
- Why is King such a strong Combined-Attack pick?
- His Staff Ultimate has a high 433% base, and used as a Combined-Attack opener it grants every allied hero +30% Magic Charging Efficiency for 40 seconds. That accelerates the whole team's skill and Burst economy, so he is valuable even on teams that don't main him.
- Who is King's best Combined-Attack partner?
- By the damage values in his data, Drake (461%) is the highest, followed by Meliodas (449%) and Howzer (406%). His verified 3-hero combos all involve Mannie (with Drake, Daisy or Gilthunder).
- What does his world passive do?
- Flight lets King fly at high speed to a specific location. It is a pure traversal/mobility tool for exploration — it has no combat effect and does not change his damage.
Sources & method
Every number, skill name and mechanic on this page is read directly from the game's own data tables — nothing is invented. The analysis and recommendations are our own editorial reading of that kit.
- ZeroLuck.GG 7DS: Origin game data — King skill, potential, combination and costume tables (importer output, in-game values).
- Netmarble official 7DS: Origin announcements — banner and roster