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Movement Speed Movement Speed
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Pearl
Archetype
Pearl

Pearl is a sage able to control the oceans and whatever creatures that lurk below. Pearl transforms water into volatile attacks, rejuvenating streams and protecting bubbles.

Skills

Volatile Water (M1)

Pearl launches a Projectile that deals 14 damage. Deals 22 damage and Silences the enemy if your staff is fully charged.

  • Max weapon charges 1
  • Energy gain 8%
  • Cast time 0.4s
  • Cooldown 0.4s

Ex Modified

Pearl charges her weapon for 1 second. She then is able to Silence her enemies for 1.2 seconds which makes them unable to use their spells.

  • Energy cost 25%
  • Cast time 1s
  • Cooldown 0.8s

Healing Wave (M2)

Pearl channels a healing wave (3 Projectiles) that heals the nearest ally for 24 health over 0.45s (When all projectiles are hit). Recharges faster for each nearby ally.

  • Charges 3
  • Energy gain 6%
  • Cooldown reduction per ally 1.5s
  • Cast Time 0.4s
  • Cooldown 5s

Dive (Space)

Pearl dives into a pool of water and travel to target location. Causes a riptide that deals 12 damage to nearby enemies when you dive.

  • Energy gain 5%
  • Cast time 0.1s
  • Cooldown 10s

Tidal Wave (Q)

Pearl counters the next melee or projectile attack causing a tidal wave that deals 16 damage and knocks nearby enemies back. The wave also heals you for 16 health and recharges your staff.

  • Counter duration 1.2s
  • Energy gain 7%
  • Cast time 0.1s
  • Cooldown 7s

Bubble Barrier (E)

Pearl spawns a bubble barrier at target location that slows enemy projectiles and enemies that enters the space. If it is cast on a Player it pushes them out of the Bubble.

  • Note: All M2 healing abilities are not counted as projectiles and therefore are able to heal over the Bubble.
  • Duration 4s
  • Cast time 0.2s
  • Cooldown 10s

Ex modification

Pearl spawns a bubble barrier at target location that slows enemy projectiles and enemies that enters the space. Explodes when the effect ends dealing 26 damage and knocking enemies back.

  • Energy cost 25%
  • Duration 1.5s
  • Cast time 0.2s
  • Cooldown 10s

Bubble Shield (R)

Pearl shields target ally removing all negative effects. Shield absorbs up to 30 damage.

  • Energy cost 25%
  • Duration 2.5s
  • Cast time 0.1s
  • Cooldown 15s

Jaws (Ultimate/F)

Pearl summons jaws from the depths to devour enemies. Before Jaws strikes enemies are pulled towards him. Devoured enemies are removed from battle until Jaws spews them out. Deals 40 damage to all enemies near the landing site. Can be recast to redirect the landing site.

  • Energy cost 100%
  • Impact Delay 1s
  • Duration 3s
  • Cast time 0.4s

Battlerites

Tier 1

Power of the Deep

  • Upgraded Spell: Dive (Space)
  • Type: Control
  • Effect: Dive charges your staff
  • Tip: Allows more CC.

Ocean Sage

  • Upgraded Spell: Bubble Barrier (E)
  • Type: Utility
  • Effect: Bubble Barrier can be recast within 1.2s to spawn a Lesser Bubble Barrier.
  • Tip: Allows good zoning and can be used as a second escape

Fountain

  • Upgraded Spell: Healing Wave (M2)
  • Type: Support
  • Effect: Healing Wave projectiles bounces to the nearest ally healing them for 6 health.
  • Tip: Try to stay close with your teammate so that if you both are getting damaged, you heal both of you!
  • Tip: Makes it easier to heal since its auto-aim.

Tier 2

Splash Damage

  • Upgraded Spell: Volatile Water (M1)
  • Type: Mixed
  • Effect: Empowered Volatile Water deals splash damage and inflicts Silence on all enemies hit.
  • Tip: If you notice that your enemies are staying close to each other or that you are focused a lot by 2 or more enemies, I would recommend to chose this. You can hit them with your empowered Volatile Water so that they are silenced and you got some free time!
  • Tip: Great synergy with Power of the Deep (Tier 1 Battlerite)

Sea Bubble

  • Upgraded Spell: Tidal Wave (Q)
  • Type: Survival
  • Effect: Tidal Wave spawns a Lesser Bubble Barrier around you when triggered.
  • Tip: Great survival upgrade. After it's triggered, you can just walk behind it and force your enemies to walk around it in case they want to hit you.

Healing Stream

  • Upgraded Ability: Healing Wave (M2)
  • Type: Mobility
  • Effect: Succesful Healing Wave hits reduces the cooldown of Dive by 0.33s.
  • Tip: Great synergy with Power of the Deep (Tier 1 Battlerite)
  • Tip: Allows you to move around more freely and take more risks since you are able to get out more often (or in, not recommended though)

Tier 3

Douse

  • Upgraded Ability: Dive (Space)
  • Type: Control
  • Effect: Dive inflicts Fading Snare(slow) that lasts 2s upon submerging.
  • Tip: Great combo starter with Ex-Modified Bubble Barrier (Shift+E). Use the ex-modified Bubble Barrier (Shift+E) on an enemy close to you and use your Dive afterwards. The enemy will be slowed and before the slow stops, the red Bubble will explode and deal 26 damage. The combo deals around 40 damage.
  • Tip: Works great with Power of the Deep (Tier 1 Battlerite). It makes your enemy move really slow so that aiming the strong hit on him will be more easy!

Bobble Bubble

  • Upgraded Ability: Bubble Shield (R)
  • Type: Support
  • Effect: Bubble shield cooldown is recuced by 5s. If the shield is destroyed by damage you are granted 25% energy.
  • Tip: Good Battlerite for helping out when you dont have heals ready.
  • Tip: The shorter CD allows you to use it more for removing debuffs rather than for the shield.
  • Tip: Your Bubble shield is almost always destroyed and with this Battlerite you get your energy back which you used for the shield!

Water Walk

  • Upgraded Ability: Bubble Barrier (E)
  • Type: Mobility
  • Effect: Walking through a Bubble Barrier increases your movement speed by 30%.
  • Not recommend since other options are stronger.
  • Tip: Great synergy with Sea Bubble (Tier 2 Battlerite). Allows you to run away faster after succesfully blocking a projectile.

Tier 4

Aegis

  • Added Passive: Aegis
  • Type: Survival
  • Effect: You absorb 20% of damage taken when below 30% health.
  • Tip: Great Battlerite when you feel like you are dying too fast.

Soaking Wet

  • Upgraded Ability: Volatile Water (M1)
  • Type: Control
  • Effect: The silence duration from a charged Volatile Water is increased to 1.8s from 1.2s.
  • Allows more CC.
  • Enabled Combo: After you get your empowered Volatile Water projectile ready to shoot make sure that you are able to use your ultimate. Hit the enemies with your silence and instantly use your ultimate. The enemies wont have any time to use a spell to get out of your ultimate!

Tasty Fish

  • Upgraded Ability: Bubble Barrier (E)
  • Type: Support
  • Effect: Bubble Barrier spawns a tasty fish that heals 16 health when picked up.
  • Note: Tasty fish does not spawn on Lesser Bubble Barrier!

Tier 5

Tribute of the Sea

  • Upgraded Ability: Jaws (Ultimate/F)
  • Type: Support
  • Effect: 3 tasty fishes healing 12 health each spawns when Jaws submerges.
  • Tip: If you hit all or all enemies close to you, you can mount and collect the tasty fishes.

Presence of the Sea

  • Upgraded Ability: Jaws (Ultimate/F)
  • Type: Control
  • Effect: Your weapon is recharged when Jaws is activated.
  • Allows more CC

Tricks and Tips

  • Volatile Water (M1): M1 is a regular damage source, however if you gain a charge from the Tier 1 Battlerite "Power of the Deep", Tidal Wave (Q) or from the EX-Modified M1, you silence the enemies on top of the 22 damage. Going for 1 or 2 EX-M1's is situationally just as good as landing your ultimate.
  • Dive (Space) is useful for dodging hard CC and ultimate damage. In early game, try to save it for dodging normal damage spells since the enemy ultimate's won't be up. Taking the Tier 2 Battlerite "Healing Stream" helps reduce the cooldown, allowing you to be more versatile with your dives. With Dive, you are also able to damage targets and dodge their spell at the same time, for example Oldur's ultimate. If you press your space before the ult is visible on you, you deal damage on the target.
  • Tidal Wave (Q) is a awesome spell against Melee champions since it will push them back when its triggered! Use this spell with care and cancle it so that the enemy cant wait until the cast duration is over and punish you for it! My tip would be: Use this spell with a lot care. When it comes to ANY counter its important to react fast and don't be predictable. Once this spell is out, you are an easy target since your "Dive" will be easy to follow afterwards! Lets move to the next spell:
  • Bubble Barrier (E)is an awesome tool to keep distance between you and the enemy , to control the field, to block ultimates like Iva's or Jade's and it's ex-modification. Let's start with something simple. Always try to use your Bubble Barrier between your ranged DPS and the enemies melee DPS or between you and the melee DPS. It pushes both on the other side of the bubble with the difrence that your ally/you can still hit him while he can't most likely. You can use your Bubble Barrier as an Escape since it pushes you back a bit, it's a great out-tool if you dont want to "waste" your dive for that or just dont have it ready. Next up we would have blocking the Mid-Rune with your Bubble Barrier. Simply put it between enemy ranged and mid-rune and always prioritice someone like Jade. You can also use your Ex-Modificatino DIRECTLY on the Mid-Rune without it being pushed away although you should try to put it not DIRECTLY on it but so that's on the edge on your side. The Bubble Barrier is the BEST tole against Poloma! Just put it between her and her teammates and she wont be able to selfheal her from there just go hard on her and keep pressuring her. Let's get to her next spell:
  • Bubble Shield (R) is a really strong debuff-cleaner (as I would like to call it). It's an instant cast on any ally even when you dont see them you can use this over walls. I would highly recommend to take the Battlerite "Bobble Bubble" in Tier 3! It reduces the CD of Bubble Shield by 5sec and gives you all your energy used back when it get's destroyed. When the shield is not needed dont use it since it's clears debuff's on apply. The rule would be: Is your ally CC? -No-> Dont use your Bubble Shield -Yes-> Use your Bubble Shield -No but he is about to die and he is focused-> Use your Bubble Shield // Also you can use your Bubble Shield when an enemy is in Pearl's ultimate. That is recomended since it blocks 3/4 of the ultimate damage, dont use it to early tho! In general when someone in your team is about to get hit by an ultimate try to use your Bubble Shield. I would do that rarely tho! Let's get to our next and final Spell:
  • Jaw (F/Ultimate) is a FISHY FISHY! Joke's aside. You should only use Pearls ultimate when you are able to either combo with your teammates or throwing them in the Suddendeath ring. Pearl ultimate denys any damage taken while the enemy is inside so be careful when you have a croak in your team! You should also ALWAYS wait until the enemy has his escape spells used or if you have the setup from 4.4.1.(Combolist with Charged weapon as startup)

Smart combination of abilities

Now that we know what Pearl is able to do, we can get to the "advanced" part! I will sort the Combos by the energy needed also I will say which Battlerites you need. Some combos need a Orb-drop from your allies. I will use the following format to explain the combo:

Sample: Combo list 1,2,3 etc

  1. Energy needed
  2. Energy runes needed yes or no?
  3. Battlerites needed (only the names)
  4. The actual combo
  5. Tips and Tricks/Notes
  6. Synergy with other Champions and their spells

Combolist with Ultimate as a Startup

1. Combo

  1. Energy needed: 125%
  2. Small Blue rune from an ally (Also mid rune, just harder to set up)
  3. None
  4. Wait for your enemies to use their escaping spell and then use your ultimate
  5. Hit your ultimate->Chose a location where your enemies are close to each other, prefable a wall -> Get the pickup energy -> Use your Ex-modificated Bubble Barrier spell (Shift+E or 2) just when you see Jaw spitting the enemies out again use the Ex-Modificated Bubble Barrier -optional->A perfect timed M1 or walk to the location, where your enemies get out, and use dive as soon as they land
  6. On the location where the enemies land your teammate could for example:
  • Jade: M2;Space;E;Ult
  • Ashka: M1;Q;Ult;M2
  • Iva: M1;M2;E;Ult
  • Varesh: M1;M2;E;Ult
  • Taya: M1;M2;E
  • Croak: Q+M1;M2;Space;E;Ult
  • Freya: M1;E;Ult
  • Shifu: M1;M2;R
  • Bakko: M1;M2;Space;Ult only if either max ranged or said combo is near a wall
  • Lucie: Ex-M1
  • Sirius: M1;R
  • Oldur: M1;Ex-M1;Space;E;Ult
  • Poloma: M1;E;Ult 2nd hit recommended!!!

2. Combo

  1. Energy needed: 100%/125%
  2. None/Small Energy pickup-orb if not having the Battlerite "Power of the Deep"
  3. "Power of the Deep" in Tier1 is recommended but not needed (If you have it the combo just needs your ultimate)
  4. Wait for your enemies to use their escaping spell and then use your ultimate
  5. Hit your ultimate->Choose a location where you can see your enemy -with "Power of the Deep"->space->Charged M1 on landing its recommended that it's hit perfectly otherwise people will be able to jump out
  6. Hit your ultimate->Choose a location where you can see your enemy -without "Power of the Deep"->Ex-M1 (charging the weapon)->Charged M1 on landing its recommended that it's hit perfectly otherwise people will be able to jump out
  7. On the location where the enemies land your teammate could for example:
  • Jade: M2;Space;E;Ult
  • Ashka: M1;Q;Ult;M2
  • Iva: M1;M2;E;Ult
  • Varesh: M1;M2;E;Ult
  • Taya: M1;M2;E
  • Croak: Q+M1;M2;Space;E;Ult
  • Freya: M1;E;Ult
  • Shifu: M1;M2;R
  • Bakko: M1;M2;Space;Ult only if either max ranged or said combo is near a wall
  • Lucie: Ex-M1
  • Sirius: M1;R
  • Oldur: M1;Ex-M1;Space;E;Ult
  • Poloma: M1;E;Ult 2nd hit recommended!!!

Combolist with Dive as a Startup

1. Combo

  1. Energy needed: 25%
  2. None
  3. "Douse" in Tier 3
  4. Not dodgeable if enemy doesn't have any escapes + It works on multiple targets! Great damage output and it's a good escape too, if done correct the enemy should be pushed away from the location where you dive to.
  5. One or more enemies have to be very close to you (Melee range)->Use Ex-Bubble Barrier->Space (Dive) -optional/not needed->M1 after you come out of "Dive" if you don't have to heal

2. Combo

  1. Energy needed: 125%
  2. Ultimate pickup-orb or if you had your ultimate already only a small blue orb
  3. "Douse" in Tier 3
  4. Enemy is not allowed to have an ultimate or he is able to dodge! You need to see where your enemy is being pushed in order to land the combo as intended
  5. One or more enemies have to be very close to you (Melee range)->Use Ex-Bubble Barrier->Space (Dive) on the Orb which regets your ult-> Use your ult where the enemies gets pushed -optional-> If wanted you can now add a combo from "Ultimate" as starter!
  6. Any Champion who is able to deal damage without knockback/knockup while the enemy/enemies is/are in fading snare are good with this combo! Examples:
  • Every Champions M1
  • Jade M2
  • Also after the ultimate is hit the synergy stays as it is for the Ultimate started combos!

Combolist with Charged Weapon as a Startup

1. Combo

  1. Energy needed: 100%
  2. None
  3. "Soaking Wet" is needed
  4. I use this combo if I HAVE to land the ultimate now and for 100%. Note: Sometimes it dosnt work, I am currently unsure why.
  5. You have to get your weapon charged with the silence first, do that as you want to and your ultimate must be ready -> Hit the enemy with the silence -> Instantly Ultimate him -> Add some combo from the ultimate as startup if you wish

2. Combo

  1. Energy needed: 25%
  2. None
  3. None
  4. You have to react fast, it's a hard combo to land.
  5. Get your weapon charged with silence first-> Put a ex-bubble barrier behind the enemy -> Push them with your charged weapon into the Ex-bubble barrier and if you like to you are able to connect it with another M1

More comming soon

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