“All you can see right now is the past of universe.”
Overview
Palmer
Will of Stars
Lawbringers
First-Gen
Support
AOE Damage
3: First back-row slot. Palmer needs to cast Nascent Glow after accumulating Star layers. Position 3’s earlier action order among back-row heroes lets him apply shields to allies before they take damage that round.
5: Safest back-row slot. Minimises targeting exposure while Palmer accumulates Stars over multiple rounds. Slightly later action order means shields apply after some allies have already acted.
4: Alternative back-row slot. Balanced between action order and safety. Functionally similar to position 5 for Palmer’s support role.
Palmer is a First-Gen Lawbringers hero whose Star mechanic grants stacking DMG Bonus and team-wide DMG Mitigation that scale over multiple rounds, culminating in a doubled Nascent Glow that deals AOE damage and shields all allies. As a Lawbringer, he counts as a wildcard for any faction’s bonus thresholds, making him universally slottable into any lineup without breaking faction synergies. Divine Vow’s 50% chance for an extra Star each round and the eventual all-Stars explosion create a high-risk high-reward tempo that rewards sustained fights.
Pros & Cons
- Lawbringer faction counts as wildcard for any faction bonus threshold, allowing Palmer to slot into Wildlings, Minutemen, or any composition without losing faction bonuses.
- Sacred Relic + Oracle stack up to 5 Star layers granting +20% DMG Bonus, +15% DMG Mitigation to all allies, and -20% enemy DMG Mitigation — a comprehensive buff/debuff system.
- Nascent Glow deals AOE TAC DMG and shields all allies for 50% TAC ATK under Star status, providing both offense and defense in a single skill.
- Divine Vow doubles the next Nascent Glow at max Stars (+100% effect) before clearing Stars, creating a massive burst of AOE damage and team shields.
- First-Gen stats (INT 1029) are significantly higher than Advanced Elite stats, giving Palmer raw stat advantage over most heroes.
- Requires significant real-money investment as a First-Gen hero from a premium event, gating him behind whale-level spending.
- Star mechanic requires multiple rounds to reach maximum stacks, making Palmer weak in the opening rounds before Stars accumulate.
- Divine Vow clears all Stars after the doubled Nascent Glow and disables Star generation temporarily, creating a vulnerability window after the burst.
- Focus drain from Casino delays Nascent Glow casts, slowing Star layer accumulation and reducing Palmer’s tempo.
Skills
Deals 72/82/92/100/120% TAC DMG to all enemies; when under the status of "Star", bestows a shield (with 30/34/38/42/50% of the TAC ATK) on all heroes in your lineup."
At the beginning of each round, gain 1 layer of "Star" and enter the status of "Star"; Each layer of "Star" will increase the hero’s DMG Bonus by 2/2.4/2.8/3.2/4%, stackable for up to 3 layers.
For every layer of "Star" accumulated, 1.5/1.8/2.1/2.4/3% DMG Mitigation for all heroes in your lineup.
The limit of "Star" layers is increased to 5. For every layer of "Star" accumulated, DMG Mitigation of enemy targets this round -2/-2.4/-2.8/-3.2/-4% when attacking.
At the beginning of each round, 25/30/35/40/50% chance of getting an extra layer of "Star"; After reaching the limit of layers, the next time casts "Nascent Glow", the effect increases by 50/60/70/80/100%. After casting, loses all layers of "Star" and disables the status of "Star."
Gear
Palmer’s gear is flexible since his primary value is buff/debuff stacking rather than personal DPS. Resolute is essential for survivability through the Star accumulation phase. Hurricane maximises Nascent Glow damage and shield size. Heal is the support-focused alternative. Pair Resolute + Hurricane as the standard offensive setup, or Heal + Hurricane for pure support.
Standard survivability set. Death immunity with 30% HP restore is essential for a support hero who needs to survive through the Star accumulation phase. +0.4% ATK per 1% HP lost also scales Palmer’s TAC ATK for larger shields.
#1 Best+15% healing effect when actively healing allies. While Palmer doesn’t heal directly, the shield from Nascent Glow benefits from Heal set’s interaction with shield-related mechanics. Provides team sustain value.
#2Grants team-wide shields at round 1 and +8% Crit Immunity. The round 1 shields protect the lineup during Palmer’s early Star accumulation phase when his buffs are weakest.
#3+15% Crit Rate and +30% Crit Damage. The doubled Nascent Glow at max Stars is a massive AOE hit — critting on it significantly increases burst damage.
#4+8% TAC DMG Bonus and +24% Focus DMG. Increases Nascent Glow damage and accelerates the doubled Nascent Glow burst at max Stars. Strong pairing with Resolute for offensive support.
#5Palmer is an INT-based support-carry. Weapon and jewelry prioritise offensive stats (DMG Bonus, INT) that also scale his shield size. Helmet and body prioritise survival to ensure Palmer lives through the Star accumulation phase. Never roll STR or WPN ATK.
DMG Bonus, INT, Crit Rate
DMG Bonus multiplies Nascent Glow damage. INT scales TAC ATK for both damage and shield size. Crit Rate amplifies the doubled Nascent Glow burst.
HP%, AGI, VIT
Survivability stats. HP% is the most efficient. Palmer needs to survive long enough for Stars to accumulate — dead Palmer provides no buffs.
DEF, VIT, DMG Mitigation
Pure defense. Palmer’s support value requires survival through the multi-round Star accumulation phase.
DMG Bonus, INT, Skill Effect Enhancement
DMG Bonus multiplies everything. INT scales both damage and shield size. Skill Effect Enhancement boosts Nascent Glow’s damage multiplier and shield percentage.
Recommended lineups
Archetype tags describe playstyle. Each card shows recommended gear (helmet icons), APC parts, and War Beast. Open APC · View details for part skills and calculator link.
Primary tank. AC Shield provides 200% max HP shield at battle start. Super Core accelerates focus generation. Alpha Bless grants team-wide round 1 shields feeding Victoria’s Energy Detection.
Shield support. Staunch Will shields all allies, feeding Victoria’s Energy Detection and Combat Master stacks. Chimera Anchor deals chip damage per shield event. Guardian INT scales shields with rounds elapsed.
Universal support. Star layers provide stacking +20% DMG Bonus and +15% DMG Mitigation for all allies, plus -20% enemy DMG Mitigation via Oracle. Nascent Glow shields feed Victoria’s Energy Detection. Lawbringer wildcard maintains faction bonuses.
AOE carry. Pinpoint Aim marks targets for +8% damage taken. Palmer’s Star DMG Bonus and DMG Mit shred amplify every rocket hit. Blaze Shark adds sustained damage.
Primary single-target carry. Palmer’s Nascent Glow shields feed Energy Detection and Combat Master stacks. Star layers’ +20% DMG Bonus and -20% enemy DMG Mit directly amplify Lightsword burst. Thunder Blade UW’s back-row DMG bonus stacks.
Palmer’s Lawbringer wildcard status allows him to slot into this Minutemen/Wildlings lineup without breaking faction bonuses. His Star stacking provides +20% DMG Bonus and -20% enemy DMG Mitigation that directly amplify Victoria’s Lightsword burst. Nascent Glow shields feed Victoria’s Energy Detection. Bolton and Harman provide front-line tanking and additional shields. Heytex delivers AOE pressure with Pinpoint Aim marking targets.
Primary tank. Guardian STR casts Link of Life at battle start and provides death immunity. Frosty Coffin grants +15% crit rate and +30% crit DMG to linked allies. Palmer’s Lawbringer wildcard maintains Wildlings faction bonus count.
Core healer. Breeze applies Reviving at battle start. Raging Roar heals all heroes. God-Slaying Axe grants +10% DMG and +10% DMG Mitigation per cast, stacking with Palmer’s Star buffs.
Universal support. Star layers stack +20% DMG Bonus and +15% DMG Mitigation for all allies, plus -20% enemy DMG Mit via Oracle. Nascent Glow shields complement Ada’s healing. Lawbringer wildcard maintains Wildlings faction bonus.
Single-target carry. Palmer’s +20% DMG Bonus and -20% enemy DMG Mit amplify Amum’s single-target burst. Buri’s Frosty Coffin crit buffs amplify hit damage.
Shield support. Staunch Will shields all allies. Chimera Anchor deals chip damage per shield event. Fifth hero for Wildlings faction bonus. Palmer’s Nascent Glow shields trigger Chimera Anchor.
Wildlings sustain lineup with Palmer slotting in as Lawbringer wildcard. Buri’s Link of Life distributes damage while Ada’s healing sustains the team. Palmer’s Star layers provide stacking DMG Bonus and DMG Mitigation that complement Buri’s defensive kit. Ada’s God-Slaying Axe +10% DMG stacks with Palmer’s Star DMG Bonus for compounding offensive buffs. Amum provides single-target carry damage. Harman adds shields and chip damage.
Primary tank. AC Shield provides 200% max HP shield at battle start. Super Core accelerates focus generation. Alpha Bless grants round 1 shields and crit immunity.
Shield support. Staunch Will shields all allies. Chimera Anchor deals chip damage per shield event. Palmer’s Nascent Glow shields trigger additional Chimera Anchor procs.
Universal buffer. Star layers provide +20% DMG Bonus, +15% DMG Mitigation, and -20% enemy DMG Mitigation. Nascent Glow shields add team survivability. Lawbringer wildcard maintains Minutemen faction bonuses.
AOE burning applicator. Hellfire burns all enemies for Heytex’s Blaze Shark procs. Palmer’s Star DMG Bonus amplifies all burning damage.
Primary carry. Palmer’s +20% DMG Bonus and -20% enemy DMG Mit amplify every rocket hit. Blaze Shark fires additional bullets from Benson’s burns. Pinpoint Aim marks targets for +8% damage taken.
Palmer as a universal buffer in a Minutemen-focused lineup. Bolton provides primary tanking, Harman layers shields, and Benson applies burning for Heytex’s Blaze Shark. Palmer’s Star layers grant +20% DMG Bonus and -20% enemy DMG Mitigation that amplify all teammates’ damage. Nascent Glow shields add defensive value. Lawbringer wildcard maintains faction bonuses.
Synergies
Palmer’s Nascent Glow shields all allies for 50% TAC ATK under Star status. Victoria’s Energy Detection copies 50% of every shield onto herself, feeding both Lightsword’s shield- to-damage conversion and Combat Master’s shield-to-DMG stacking. Palmer’s Star DMG Bonus further amplifies Victoria’s already massive burst.
Harman’s Staunch Will shields all allies on every focus skill cast. Each shield event in the lineup triggers Chimera Anchor chip damage. Palmer’s Nascent Glow adds another team-wide shield event, increasing Chimera Anchor procs. Palmer’s Grace DMG Mitigation buffs stack with Harman’s shields for compounding defense.
Ada’s continuous healing via Raging Roar and Aid in Need keeps Palmer alive through the multi-round Star accumulation phase. God-Slaying Axe’s +10% DMG and +10% DMG Mitigation stack with Palmer’s Star buffs for compounding offensive and defensive multipliers. Both Wildlings faction (Ada) and Lawbringer wildcard (Palmer) maintain faction bonuses.
Bolton’s AC Shield and Guardian of Justice provide front-line tanking that protects Palmer during the vulnerable early rounds of Star accumulation. Alpha Bless’s round 1 shields buy time for Palmer to reach max Stars. Bolton as Minutemen + Palmer as Lawbringer wildcard maintains faction bonus thresholds.
Palmer’s +20% DMG Bonus and -20% enemy DMG Mitigation from max Stars amplify every individual rocket hit from Heytex’s Pursue barrages. The many-hit nature of Heytex’s attacks means Palmer’s buffs compound across dozens of damage instances per round.
Interactions with other heroes’ ultimate weapons.
Thunder Blade grants +200 Focus at battle start and +15% DMG in back row. Palmer’s Nascent Glow shields feed Victoria’s Energy Detection for Focus and Lightsword damage bonuses. The combined Focus acceleration from Thunder Blade and Palmer’s shield events enables Victoria to fire Unsheathed Blade extremely early.
Chimera Anchor deals 50% TAC ATK damage to a random enemy each time a teammate gains a shield (up to 5x per round). Palmer’s Nascent Glow team-wide shields trigger Chimera Anchor for every hero simultaneously, creating a burst of chip damage on top of Palmer’s AOE.
God-Slaying Axe grants all teammates +10% DMG and +10% DMG Mitigation for 2 rounds on each Raging Roar cast. These buffs stack additively with Palmer’s Star layers (+20% DMG Bonus, +15% DMG Mitigation), creating combined +30% DMG and +25% DMG Mitigation when both are active.
Ultimate weapons
No ultimate weapon data.
Counters
- Casino (Hard Counter) — Casino’s Double Down drains 200 Focus from all enemies. This delays Palmer’s Nascent Glow casts, slowing Star layer accumulation and preventing the critical max-Stars doubled Nascent Glow burst. Without Stars, Palmer provides almost no value.
- Burst DPS lineups (Soft Counter) — Palmer needs multiple rounds to accumulate Stars. Lineups that kill heroes in rounds 1-2 before Palmer reaches meaningful Star stacks bypass his entire support framework.
- Sustain lineups (Hard Counter) — Palmer’s Star scaling rewards extended fights. Against sustain lineups that plan to outlast opponents, Palmer’s +20% DMG Bonus and -20% enemy DMG Mitigation at max Stars tip the scaling war decisively in his team’s favour.
- Low-DMG Mitigation lineups (Soft Counter) — Oracle reduces enemy DMG Mitigation by -4% per Star (up to -20%). Lineups without DMG Mitigation buffs lose a massive portion of their defensive stats, making them vulnerable to follow-up damage from Palmer’s teammates.
Rating
A Tier. Palmer is an A-tier support hero whose Lawbringer wildcard faction status makes him universally valuable in any lineup without breaking faction bonuses. His Star mechanic provides stacking DMG Bonus (+20% at max), team-wide DMG Mitigation (+15% at max), and enemy DMG Mitigation reduction (-20% at max) — a triple-layered buff/debuff system that scales over the course of a battle. Nascent Glow’s team-wide shield under Star status adds survivability. As a First-Gen hero, he requires significant real-money investment to obtain, but his universal faction compatibility and strong buff package justify the cost more than faction-locked alternatives.
Videos
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Skins
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Trivia
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