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Force

Skull Lord Var-Gall

Overview

Skull Lord Var-Gall is a Legendary Force Defense champion from the Lizardmen, built as a debuffer, buffer and reviver. In battle the kit destroys enemy MAX HP, revives fallen allies, fills allies' Turn Meters, places [Decrease ATK], [Heal Reduction], [Provoke], [True Fear] and gives allies [Strengthen].

DebufferBufferReviverCrowd controlTurn meter

Where Skull Lord Var-Gall helps

Worked out from the kit: each area lists what helps there (from our mode guides), and these are the matches in this champion's skills. Not a hand-made rating - gear, speed and the team matter more.

Skills

6/10

Book value

Worth books once it is a core champion. 12 skill books to max every skill; each book upgrades a random skill.

  • A2 Skull Claim: cooldown 3 → 2
  • A3 Abyssal Clutch: cooldown 4 → 3
  • A2 Skull Claim: effect chance 75% → 100%
  • A3 Abyssal Clutch: effect chance 75% → 100%
  • +25% damage / healing in total across the skills
A1

Gleeful Ripping

Attacks 1 enemy 2 times.

Each hit fills this Champion's Turn Meter by 5%.
Has a 30% chance to repeat the attack.

Each hit places a 100% [Heal Reduction] debuff on the target for 2 turns. This debuff cannot be resisted if there is at least 1 ally Champion from the Lizardmen Faction on your team.
Damage 1.35×DEF
Skill books (3)
  1. Level 2: Damage +5%
  2. Level 3: Damage +5%
  3. Level 4: Damage +5%
A2

Skull Claim

Cooldown 3 → 2 with books
Has a 75% chance of placing a [Provoke] debuff on a target enemy for 1 turn. This debuff cannot be resisted if there is at least 1 ally Champion from the Lizardmen Faction on your team.

Places a 25% [Strengthen] buff on all allies for 2 turns.
Skill books (4)
  1. Level 2: Buff/Debuff Chance +5%
  2. Level 3: Buff/Debuff Chance +10%
  3. Level 4: Buff/Debuff Chance +10%
  4. Level 5: Cooldown -1
A3

Abyssal Clutch

Cooldown 4 → 3 with books
Attacks all enemies. Has a 75% chance of placing a 50% [Decrease ATK] debuff for 2 turns.

This debuff cannot be resisted if there is at least 1 ally Champion from the Lizardmen Faction on your team.
Damage 3.85×DEF
Skill books (5)
  1. Level 2: Damage +10%
  2. Level 3: Buff/Debuff Chance +5%
  3. Level 4: Buff/Debuff Chance +10%
  4. Level 5: Buff/Debuff Chance +10%
  5. Level 6: Cooldown -1
Passive

Horrific Foe [P]

Ascension 3
When attacked, destroys the attacker's MAX HP by 5%. Destroys the MAX HP of Bosses by 2.5% instead (except the Scarab King, whose MAX HP will be destroyed by 5%). Cannot destroy a single enemy's MAX HP by more than 50%. Occurs once per attack.

Has a 50% chance of placing a [True Fear] debuff on targets with any destroyed MAX HP.
Passive

Skull Brood [P]

Cooldown 3
At the start of this Champion's turn, revives a random ally from the Lizardmen Faction with 50% HP and 50% Turn Meter.

Skill texts, cooldowns and book upgrades are the game's own. "Damage" is the skill's multiplier (for example 4×ATK = four times this champion's ATK, before the target's DEF) - see how damage works.

Suggested build

A starting point worked out from Skull Lord Var-Gall's own skills - not a hand-tested build. Each line says why it was picked; your gear and team decide the rest. See what stats each champion needs.

PvE

Stat priority

  1. SPD - A support's value is how often it acts.
  2. ACC - To land [Decrease ATK], [Heal Reduction], [Provoke].
  3. DEF% - The damage scales from DEF - and it keeps the champion alive.
  4. RES - Shrugs off enemy debuffs.

Gear set combinations

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsDEF%Survivability and the DEF-based skills
ChestplateACCTo land the kit's debuffs
BootsSPDAlways - turns win fights
RingDEFFlat DEF
AmuletDEFFlat DEF
BannerACCTo land the kit's debuffs

Masteries

The key pick in each tier of the two trees - hover or tap a mastery for the game's own text. How masteries work

Support

  1. T1Pinpoint AccuracyACC for its debuffs.
  2. T2Charged FocusMore ACC when no skill is on cooldown.
  3. T3Rapid ResponseTurn meter when its buffs expire.
  4. T4Lore of SteelStronger set bonuses (Speed...).
  5. T5Lasting GiftsIts buffs can last a turn longer.
  6. T6Timely InterventionTurn meter when an ally drops low.

Defense

  1. T1DefiantRES.
  2. T2BlastproofLess AoE damage taken.
  3. T3ResurgentCan shake off a debuff after a big hit.
  4. T4Delay DeathTakes less damage from the same enemy over time.
  5. T5Cycle of RevengeTurn meter when allies are crit.
  6. T6Fearsome PresenceBetter odds for its crowd control.

Blessings

  • Temporal Chains - Speed control for the whole team: slower enemies act less often, which is why it is a staple for support and control champions.
  • Lightning Cage - Rewards teams that fight buffed enemies and gives any attacker a steady source of extra damage.
  • Intimidating Presence - A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading.

How blessings work

Relics

  • Journal of Necrotos - Boosts every heal and every turn-meter fill the wearer gives its allies, so the more of those a kit has, the more it gets.
  • Harp of Kasbiel - Support skills that do no damage still refill a little turn meter, so buffers and healers act more often.
  • Tempus Sanguinis - Makes the wearer's turn-meter reduction effects stronger, for champions that spend their turns pushing enemies back.

How relics work

Arena

Stat priority

  1. SPD - A support's value is how often it acts - and acting first in the Arena.
  2. ACC - To land [Decrease ATK], [Heal Reduction], [Provoke].
  3. DEF% - The damage scales from DEF - and it keeps the champion alive.
  4. RES - Resists enemy crowd control.

Gear set combinations

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsDEF%Survivability and the DEF-based skills
ChestplateACCTo land the kit's debuffs
BootsSPDAlways - turns win fights
RingDEFFlat DEF
AmuletDEFFlat DEF
BannerACCTo land the kit's debuffs

Masteries

The key pick in each tier of the two trees - hover or tap a mastery for the game's own text. How masteries work

Support

  1. T1Pinpoint AccuracyACC for its debuffs.
  2. T2Charged FocusMore ACC when no skill is on cooldown.
  3. T3Rapid ResponseTurn meter when its buffs expire.
  4. T4Lore of SteelStronger set bonuses (Speed...).
  5. T5Lasting GiftsIts buffs can last a turn longer.
  6. T6Timely InterventionTurn meter when an ally drops low.

Defense

  1. T1DefiantRES.
  2. T2Improved ParryLess damage from crits.
  3. T3Wisdom of BattleCan block debuffs after crowd control ends.
  4. T4Harvest DespairIts crowd control can also place [Leech].
  5. T5Cycle of RevengeTurn meter when allies are crit.
  6. T6Unshakeable+50 RES.

Blessings

  • Temporal Chains - Speed control for the whole team: slower enemies act less often, which is why it is a staple for support and control champions.
  • Lightning Cage - Rewards teams that fight buffed enemies and gives any attacker a steady source of extra damage.
  • Intimidating Presence - A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading.

How blessings work

Relics

  • Journal of Necrotos - Boosts every heal and every turn-meter fill the wearer gives its allies, so the more of those a kit has, the more it gets.
  • Harp of Kasbiel - Support skills that do no damage still refill a little turn meter, so buffers and healers act more often.
  • Tempus Sanguinis - Makes the wearer's turn-meter reduction effects stronger, for champions that spend their turns pushing enemies back.

How relics work

Champions with a similar kit

Share the most buffs, debuffs and abilities with Skull Lord Var-Gall.

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