Mad Hatter is a Legendary Force Support champion from the Knight Revenant faction, the hybrid fusion champion of January 2025 who brews potions of madness while evading the Queen of Hearts. His kit blends Hex-based debuffing with damage amplification and turn-cycle manipulation.
Core Strengths & Abilities
Ally Damage Amplification: His A2, Mixture Most Foul, attacks all enemies with a 75% chance (100% booked) of placing Hex and a 25% Weaken debuff for 2 turns, then calls the ally with the highest C.DMG to join the attack with their default skill, that ally's damage rising 10% for every debuff on the target.
Buff Extension and Turn Meter Fill: His A3, A Whiff Of Madness, extends all ally buff durations by 1 turn, shortens all ally debuff durations by 1 turn, and fills all allies' Turn Meter by 20% on a 3-turn booked cooldown — sustaining buffs while cycling the team faster.
Sustain and Fear Passive: His passive, Time For Tea!, heals the whole team for 20% MAX HP every 10 ally turns taken, and places 1-turn True Fear on all enemies every 6 enemy turns taken, disrupting enemy turn cycles automatically.
Key Weaknesses
Weak Against Iron Twins: His Iron Twins rating (6) is his lowest score, trailing well behind his dominant Hydra and Spider performances.
Mad Hatter rates a maximum 10 in Hydra and Spider, with strong 9s in Chimera, Clan Boss, and Dragon, making him an elite damage-amplifying support across nearly all major PvE bosses.
Attacks 1 enemy 2 times. Each hit has a 25% chance of stealing 1 random buff. Each hit also has a 75% chance of applying a [Debuff Spread] debuff, taking 1 random debuff from the target and placing it on all enemies under a [Hex] debuff. Level 2: Damage +10% Level 3: Buff/Debuff Chance +10% Level 4: Damage +10% Level 5: Buff/Debuff Chance +15%
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Debuff Spread | debuff | place | 75% | 100% | all enemies | ||
| Hex | debuff | place | 75% | 100% | all enemies |
Attacks all enemies. Has a 75% chance of placing a [Hex] debuff and a 25% [Weaken] debuff on all enemies for 2 turns. The ally with the highest C.DMG will team up and join the attack. The ally joining the attack will use their default skill. The damage dealt by the ally joining the attack will increase by 10% per each debuff on the target. Level 2: Damage +15% Level 3: Buff/Debuff Chance +10% Level 4: Cooldown -1 Level 5: Buff/Debuff Chance +15% Level 6: Cooldown -1
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Hex | debuff | place | 75% | 100% | 2 | all enemies | |
| Weaken | debuff | place | 25% | 75% | 100% | 2 | all enemies |
Increases the duration of all buffs on all allies by 1 turn, and decreases the duration of all debuffs on all allies by 1 turn. Also fills the Turn Meters of all allies by 20%. Level 2: Cooldown -1 Level 3: Cooldown -1
Every 10 turns taken by allies, heals all allies by 20% of their MAX HP. Every 6 turns taken by enemies, places a [True Fear] debuff on all enemies for 1 turn. If there are multiple Champions on the team with the skill, only once will activate.
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| True Fear | debuff | place | 100% | 100% | 1 | all enemies |