> For the complete documentation index, see [llms.txt](https://wiki.entropia.top/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.entropia.top/guides/class-guides/hybrid-tank.md).

# Hybrid-Tank

## Hybrid Tank

A **Hybrid Tank** sustains its HP through **Suckblood (Lifesteal)** instead of relying mainly on healing spells. The damage dealt by the character is converted into healing, allowing the tank to survive while continuously attacking.

### Suitable Classes

**Templar** and **Force Master** are the most common classes for this playstyle because they combine high HP with sufficient damage.

**Seraph** can also be played as a Hybrid Tank. However, its lower HP compared to Templar and Force Master usually makes the traditional healing-spell playstyle more efficient during the early and midgame.

### Primary Stats

| Stat                      | Purpose                                                                                                                 |
| ------------------------- | ----------------------------------------------------------------------------------------------------------------------- |
| **STA / HP% / HP+**       | Increases your maximum HP and helps you survive incoming hits.                                                          |
| **Boss Absorb**           | Reduces the damage received from boss monsters and therefore lowers the amount of HP required to survive their attacks. |
| **Suckblood**             | Restores a portion of the damage you deal as HP. This is your primary source of healing.                                |
| **Spellvamp**             | Provides self-sustain from AoE damage and is only used for AoE-based gameplay.                                          |
| **STR / Critical Damage** | Increases your damage and therefore also increases the healing received through Suckblood.                              |

{% hint style="info" %}
A Hybrid Tank needs both survivability and damage. HP allows you to survive a hit, while damage and Suckblood restore the HP you lose.
{% endhint %}

### Balancing HP and Damage

When attempting a new dungeon, your first limitation is usually whether you have enough **HP** and **Boss Absorb** to survive the boss's attacks.

#### Example: Trigrem Ruins

The Soulreaver Dungeon **Trigrem Ruins** requires approximately **3.3 million HP** when you have no Boss Absorb.

Boss Absorb reduces damage received from boss monsters by a percentage. With **10% Boss Absorb**, the estimated HP requirement is reduced as follows:

> **3.3 million HP × 0.90 = 2.97 million HP**

Sources of **Boss Absorb** are limited during the early game but become increasingly important as you enter the midgame and endgame.

Once you reach the required HP, test whether your self-sustain is already strong enough to defeat the boss:

* If you can sustain your HP throughout the fight, your build is ready for the dungeon.
* If you cannot sustain your HP, improve your **Suckblood and/or damage** before investing in additional HP.

### Progression Process

Repeat the following process whenever you move on to a new dungeon:

1. **Reach the required HP** to survive the boss's attacks.
2. **Test your current self-sustain** in the dungeon.
3. **Improve Suckblood and/or damage** if your healing is insufficient.
4. **Repeat the process** for the next dungeon.

More HP alone does not solve insufficient self-sustain. Once you can survive the incoming damage, focus on restoring enough HP through Suckblood to complete the fight.<br>

### Which Build ?

Sorry to say, but there is not **THIS ONE** Build to play.\
Best in Case is  to get Full-HP with Furniture, Beads and the Standard Power-Ups. Then take a look which Item u can exchange to a DMG-Item, like Atk-Beads, Dmg-Accessory, etc.

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