Minsitthar is an EXP Lane Fighter who turns enemy mobility into a liability. Spear of Glory pulls a target into range, King's Calling disables movement skills, and Shield Assault supplies the fast Basic Attacks needed to detonate Mark of the King. He wins by creating one controlled fighting zone, facing the return damage, and keeping the same priority target inside it.

Pick Minsitthar when the enemy relies on dashes to enter or escape. Benedetta and Arlott lose much of their mobility once King's Calling is active, and short-range damage dealers struggle when Spear of Glory pulls them back into the field. He also fits teams with a durable first contact and a Marksman who can attack the area he controls.
Be careful into heroes who can simply run out with high Movement Speed, disengage before the pull connects, or isolate Minsitthar from his follow-up. Zilong and Aulus can punish a missed spear, while Yin can remove him from the teamfight. Minsitthar is most reliable when allies are already close enough to use the few seconds he buys.

Basic Attacks and skills apply Mark of the King up to 5 stacks. The next attack detonates the full stack for 400 plus 6% of Minsitthar's Max HP as Physical Damage, stuns for 0.8 seconds, and heals him for the same amount. It can trigger once every 6 seconds on the same target.
Use: Keep hitting one priority target until the sixth contact triggers the stun and heal; attack speed helps reach that payoff inside King's Calling. Avoid: Do not switch targets just before the detonation unless survival demands it, because the marks are tracked per enemy.


Minsitthar thrusts forward for 175 plus 40% Total Physical Attack Physical Damage and a 30% slow. A hero caught by the tip is stunned for 0.6 seconds; the returning spear deals the same damage and drags heroes back to him.
Use: Aim the spear tip slightly beyond the target so the stun lands before the returning pull sets up King's Calling. Avoid: Do not throw it through a minion line without checking the hero's position; the tip stun is the reliable entry cue.


Minsitthar deals 100 plus 45% Total Physical Attack Physical Damage in a rectangle and applies an 80% slow that decays over 2 seconds. For 3 seconds he enters Phalanx state, reduces frontal damage by 25%, and gains fast area Basic Attacks with the same damage scaling.
Use: Face the main damage source, then use the rapid area attacks to stack the passive while the target is slowed inside the ultimate. Avoid: Do not expose his back to the enemy burst; Phalanx protects only against damage from the front.


Minsitthar charges forward and summons 4 Royal Guards around him. The guards cannot move and deal Physical Damage equal to 30% Total Physical Attack. Enemies inside are slowed by 30% and cannot use movement skills.
Use: Cast after a Spear of Glory pull or from fog so mobile enemies are trapped before they can disengage. Avoid: Do not open with the field from maximum vision range when the target can simply walk out before your team follows.

Take Shield Assault at level one and prioritize it, with Spear of Glory as the supporting upgrade. Level King's Calling whenever it is available. Shield Assault provides the safest early clear, the strongest sustained trade, and the fast hits that reach Mark of the King's detonation.




Spear of Glory → King's Calling → Shield Assault → enhanced Basic Attacks. Catch the hero with the spear tip, let the return pull bring them into range, then place the ultimate so the escape route stays inside the field. Turn toward the main damage source before activating Phalanx and keep attacking one marked target.



Spear of Glory → Shield Assault → enhanced Basic Attacks. Pull the opponent away from their turret side, apply the decaying slow, and attack only while your shield faces their return damage. If the spear misses, clear the wave and wait rather than forcing the rest of the trade.
Start with Shield Assault and use its rectangular hit to clear while threatening the enemy hero. Build Corrosion Scythe toward repeatable trades, but do not stand in the wave without facing the opponent; frontal damage reduction is lost when damage reaches his side or back. At level four, use King's Calling only when the pull, allied damage, or terrain makes walking out difficult.
Push the EXP Lane wave before moving to Turtle or the first Lord. Approach from fog, aim Spear of Glory through the target's retreat line, and place the ultimate across the narrowest exit. Inspire is strongest after the field is down and Shield Assault is active, because the extra attacks accelerate the passive stun and healing.
Do not chase the back line alone. Hold King's Calling for the mobile carry entering your team or follow an allied engage that already forced defensive skills. Sea Halberd handles sustain, Athena's Shield covers concentrated magic burst, and Immortality buys a second chance when Minsitthar must commit first.
Custom Marksman Emblem supports the attack-speed EXP Lane plan. Swift gives 10% Attack Speed, Master Assassin adds damage when only one enemy hero is nearby, and Weakness Finder lets Basic Attacks apply a strong slow and Attack Speed reduction on its cooldown. The setup helps Minsitthar keep a lane opponent close enough to finish passive stacks.
Inspire is the default battle spell because its rapid Basic Attacks turn King's Calling into a faster Mark of the King stun and heal. Flicker is the initiation alternative: use it to change the line of Spear of Glory or to place the anti-mobility field from an unexpected angle. Choose Flicker when access matters more than maximum attack speed after the catch.
Corrosion Scythe is the first core item because its Attack Speed and slow help Minsitthar remain in Basic Attack range. Demon Hunter Sword adds current-HP damage for frontliners and sustain on every hit. Golden Staff then accelerates attack effects and passive stacking, making the three-item core much more dangerous during Shield Assault.
Tough Boots is the usual defensive boot against control and magic damage. Sea Halberd rises against healing, shields, and high-extra-HP heroes. Rose Gold Meteor protects against magic burst without abandoning offense, Athena's Shield is the stronger dedicated magic-defense choice, and Immortality is the late safety slot for an unavoidable first commit.
These five current in-game builds were observed on August 14, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Tough Boots | Corrosion Scythe | Demon Hunter Sword | Golden Staff | Sea Halberd | Athena's Shield |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Corrosion Scythe | Tough Boots | Golden Staff | Demon Hunter Sword | Rose Gold Meteor | Sea Halberd |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Corrosion Scythe | Tough Boots | Golden Staff | Demon Hunter Sword | Sea Halberd | Rose Gold Meteor |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Tough Boots | Corrosion Scythe | Demon Hunter Sword | Golden Staff | Rose Gold Meteor | Immortality |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Tough Boots | Corrosion Scythe | Demon Hunter Sword | Golden Staff | Sea Halberd | Athena's Shield |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Tough Boots | Movement Speed, Magic Defense, and 25% shorter control and slow duration. | Buy early against magic damage or reliable crowd control; use Warrior Boots instead only when the lane is overwhelmingly physical and light on control. |
Corrosion Scythe | Physical Attack, Movement Speed, Attack Speed, an on-hit slow, and stacking Attack Speed from Basic Attacks. | Complete early when you can stay in Basic Attack range; its slow and stacking speed make passive detonations more consistent. |
Demon Hunter Sword | Physical Attack and Attack Speed, plus current-HP damage and a small heal on each Basic Attack. | Prioritize against high-HP frontliners and in long trades where repeated Basic Attacks can keep landing. |
Golden Staff | Physical Attack and Attack Speed; converts Critical Chance into Attack Speed and makes the third non-critical Basic Attack trigger attack effects twice. | Take after the attack-speed core to accelerate on-hit effects and passive stacking; it is less useful in a short burst-only plan. |
Sea Halberd | Physical Attack and Attack Speed, anti-heal and anti-shield pressure, plus bonus damage against heroes with more extra HP. | Move it forward against healing, shields, or heroes stacking extra HP; delay it when the enemy has none of those defenses. |
Athena's Shield | HP, Magic Defense, HP Regen, and a short window of reduced Magic Damage after taking hero magic damage. | Buy against concentrated magic burst, especially when one skill sequence decides whether you survive inside King's Calling. |
Rose Gold Meteor | Physical Attack, Attack Speed, Lifesteal, Hybrid Defense from extra Physical Attack, and a low-HP shield with Movement Speed. | Choose into magic burst when the shield can keep you alive through the first commit; replace it if physical damage is the real threat. |
Immortality | HP, Physical Defense, and a delayed resurrection with a temporary shield. | Use as a late safety slot when a second life can buy time for teammates to finish the trapped targets. |
Hylos supplies a durable first contact and continuous slowing, while Melissa and Hanabi can punish the group Minsitthar holds in place. Start only when their damage is close enough to reach the field.
Freya is vulnerable to a well-timed pull, while Benedetta and Arlott lose movement-skill access inside King's Calling. Do not spend the ultimate before their commitment; the field is strongest as a response to their entry.
Zilong and Aulus can exploit a missed spear with Movement Speed, and Yin can separate Minsitthar from the allies who convert his control into a kill. Keep the fight near your damage dealers and disengage when the first catch fails.
| Stat | Level 1 |
|---|---|
| HP | 2520 |
| Mana | 500 |
| HP Regen | 7.4 |
| Mana Regen | 4 |
| Physical Attack | 121 |
| Magic Power | 0 |
| Physical Defense | 23 |
| Magic Defense | 15 |
| Attack Speed | 1.06 |
| Movement Speed | 260 |
| Attack Speed Ratio | 80% |
These values exclude equipment, Emblems, skins, and match modifiers.
Gilded King and King of War have direct Diamond prices in the current in-game shop. Crimson Lion is tied to the July 2023 StarLight membership, Symbol of Valor to Season 35, and Sol Invictus and Golden Marshal to limited-time events.

599 Diamonds shown in-game

269 Diamonds shown in-game

07/2023 StarLight Member

Limited-time Event

S35

Limited-time Event
Minsitthar was a prince of Mahar Pura who left the throne for a life among ordinary people. Seeing their hardship changed his idea of leadership. When invaders threatened the land, he returned to unite the kingdom, took the crown through service rather than privilege, and kept returning to the battlefield as its protecting king.
Take Shield Assault at level one and prioritize it, keep Spear of Glory as the supporting upgrade, and level King's Calling whenever it is available.
Inspire is the default for the attack-speed EXP Lane plan. Flicker is better when the team needs a surprise pull or ultimate angle.
Its Attack Speed, Movement Speed, and on-hit slow help him stay connected long enough to reach the passive detonation.
Enemies inside the field cannot use movement skills. They can still walk out, so place the field after a pull or allied control instead of far ahead of the target.
Move it earlier against healing, shields, or high-extra-HP frontliners. Delay it when those effects are absent and a defensive slot is more urgent.
Minsitthar rewards patience more than raw aggression. Land the spear tip, pull the target into King's Calling, face the return damage with Shield Assault, and keep attacking the same marked enemy until the passive detonates. With a current attack-speed core and defensive slots chosen for the draft, he can make even the most mobile lineup fight on his terms.
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