Titus Blackplume is a Legendary Void Defense champion of the Bannerlords, the July 2025 Fusion Champion who descended from the skies wielding the Ravenblade to defend against Siroth's invasion. His kit revolves around amplifying allies' damage and control, with his own power scaling strongly when protected by a Shield from a teammate.
Core Strengths & Abilities
Shield-Scaling Damage with Cleanse or Provoke: His A2, Student Of War, becomes an always-critical attack with bonus damage equal to his Shield's value when he's shielded, then removes all debuffs from every ally on a kill, or places an unresistible (while shielded) AoE Provoke if the target survives.
Reactive Single-Ally Support: His A3, Androc's Confidant, grants a single ally Ally Protection, Increase ATK, and Increase SPD for 2 turns plus a 40% Turn Meter boost, and automatically triggers at the end of an ally's turn if they have no buffs and are below full HP, providing reactive support exactly when needed.
Damage-Scaling Passive from Taking Hits: His passive, For Lord & Land, boosts an ally's next attack damage by 10% for every hit they take (stacking to 100%), making him increasingly valuable in prolonged fights like Hydra where the team absorbs repeated damage.
Key Weaknesses
Requires a Shield-Granting Teammate: Titus doesn't shield himself, so unlocking his strongest damage and unresistible Provoke depends entirely on pairing him with a champion who applies Shield.
Weak in Amius: At a rating of 6, his ally-amplifying kit doesn't translate as effectively into that specific content.
With ratings of 10 in Chimera, Clan Boss, Hydra, and Overall User rating, Titus Blackplume is best used as a Shield-synergy Defense champion for Clan Boss and Hydra progression, ideally paired with a Shield-granting ally.
Attacks 1 enemy. Has a 40% chance of placing a [Block Active Skills] debuff for 2 turns. This effect cannot be resisted if this Champion is under a [Shield] buff. Whenever an ally counterattacks, teams up with allies to attack, or instantly activates a skill, also has a 40% chance to place a [Block Active Skills] debuff for 2 turns on the target enemy. If there are multiple Champions on the team with this skill, only one will activate. Level 2: Damage +10% Level 3: Damage +10% Level 4: Buff/Debuff chance +10% Level 5: Buff/Debuff chance +10%
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Block Active Skills | debuff | place | 40% | 60% | 2 | ||
| Shield | buff | condition | self | ||||
| Block Active Skills | debuff | place | 40% | 60% | 2 | one enemy |
Attacks 1 enemy. This attack is always critical if this Champion is under a [Shield] buff. This attack also gains a damage boost equal to the value of the [Shield]. Removes all debuffs from all allies if the target is killed. If the target survives, places a [Provoke] debuff on all enemies for 1 turn instead. This effect cannot be resisted if this Champion is under a [Shield] buff. Level 2: Damage +10% Level 3: Damage +10% Level 4: Cooldown -1 Level 5: Cooldown -1
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Shield | buff | condition | self | ||||
| Shield | buff | place | 100% | 100% | |||
| Provoke | debuff | place | 100% | 100% | 1 | all enemies | |
| Shield | buff | condition | self |
Places a 50% [Ally Protection] buff, a 50% [Increase ATK] buff, and a 30% [Increase SPD] buff on a single ally for 2 turns. Also fills that ally’s Turn Meter by 40%. Instantly activates this skill at the end of an ally’s turn if that ally has no buffs and their HP is lower than 100%. If there are multiple Champions on the team with this skill, only one will activate. Level 2: Cooldown -1 Level 3: Cooldown -1
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Ally Protection | buff | place | 50% | 100% | 100% | one ally | |
| Increase ATK | buff | place | 50% | 100% | 100% | one ally | |
| Increase SPD | buff | place | 30% | 100% | 100% | 2 | one ally |
Each time an enemy hits an ally, that ally’s next attack will deal 10% more damage for each hit they take [stacks up to 100%]. The damage increase resets after that ally deals damage.