Overview Varkos Headsplitter is a Legendary Force Defense champion from the Dark Elves, built as a damage dealer, debuffer and protector. In battle the kit can take extra turns and places [Block Revive]. Its damage scales from DEF.
Damage dealer Debuffer Protector
Where Varkos Headsplitter 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
7/10 Book value Worth books once it is a core champion. 9 skill books to max every skill; each book upgrades a random skill.
A3 Brutish Dominance: cooldown 6 → 4 A2 Murderous Fighter: cooldown 4 → 3 +60% damage / healing in total across the skills
A1
Hulking Killer Attacks 1 enemy 2 times. Will ignore
[Unkillable] buffs.
When counterattacking, will attack 3 times instead.
Skill books (3) Level 2: Damage +10% Level 3: Damage +10% Level 4: Damage +10% A2
Murderous Fighter Cooldown 4 → 3 with books Attacks 1 enemy 2 times. Will ignore
[Block Damage] and
[Shield] buffs.
Whenever this Champion teams up with an ally to attack an enemy, they will use this skill. When joining an ally’s attack, will attack 3 times instead.
Skill books (4) Level 2: Damage +10% Level 3: Damage +10% Level 4: Damage +10% Level 5: Cooldown -1 A3
Brutish Dominance Cooldown 6 → 4 with books Skill books (2) Level 2: Cooldown -1 Level 3: Cooldown -1 Passive
Instrument of Power [P] Ascension 3 Has a 15% chance to join an attack whenever an ally attacks an enemy. The chance increases to 25% when an ally from the Dark Elves Faction attacks. Enemies killed by this Champion whenever they counterattack or join in an ally’s attack cannot be revived.
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 Varkos Headsplitter'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: dungeons, bosses, campaign Arena
Stat priority SPD - More turns means more hits. ACC - To land [Block Revive] - a resisted debuff does nothing. C.RATE - Up to 100%: every crit multiplies the hit. C.DMG - How much a crit adds - stack it once C.RATE is near 100%. DEF% - The skills' damage scales from DEF.
Gear set combinations Ignores DEF on every hit, plus DEF - the all-round damage build.
Gives: DEF +15%, Savage effect
C.RATE and DEF ignore in one set, with SPD to act more often.
Gives: C.RATE +10%, SPD +12%, Lethal effect
Heals from its own damage - survives long boss fights.
Gives: DEF +15%, Lifesteal effect
Three 2-piece sets when your 4-piece pieces are weak.
Gives: DEF +15%, C.RATE +12%, SPD +12%
Keeps the damage and adds ACC for the kit's debuffs.
Gives: ACC +40, SPD +5%, Savage effect
Main stats Weapon ATK Fixed Helmet HP Fixed Shield DEF Fixed Gauntlets C.RATE C.RATE first; C.DMG once you reach 100% Chestplate DEF% Damage scales from DEF Boots SPD Always - turns win fights Ring DEF Flat DEF Amulet C.DMG The crit multiplier Banner ACC To 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
Offense T1 Deadly Precision C.RATE for a damage dealer. T2 Keen Strike C.DMG. T3 Single Out Finishes off low-HP targets. T4 Cycle of Violence Brings the big cooldown skills back sooner. T5 Methodical The A1 hits harder every use. T6 Warmaster Bonus damage from the target's MAX HP on most hits. Support T1 Pinpoint Accuracy ACC for the kit's debuffs. T2 Charged Focus More ACC when no skill is on cooldown. T3 Arcane Celerity Turn meter when its debuffs expire. T4 Lore of Steel Stronger set bonuses (Speed, Accuracy...). T5 Master Hexer Its debuffs can last a turn longer. T6 Eagle-Eye +50 ACC.
Blessings Phantom Touch - Extra damage on every attack suits anyone whose job is to hit, and it needs no particular debuff or buff to work. Cruelty - Many hits per turn means the target's DEF melts away; best on multi-hit attackers and in long boss fights. Lightning Cage - Rewards teams that fight buffed enemies and gives any attacker a steady source of extra damage. How blessings work
Relics Irethi Coronet - Damage climbs with each debuff the wearer places, up to a cap - made for champions that apply several debuffs per turn. Preserved Aberration - Ignores DEF for each [Poison] the wearer has on the target - a natural fit for poisoners. Arachnelixir - Adds ATK-based bonus damage to the wearer's [Poison] debuffs, so poison kits get a lot more out of each tick. How relics work
Stat priority SPD - More turns means more hits and opening first in the Arena. C.RATE - Up to 100%: every crit multiplies the hit. C.DMG - How much a crit adds - stack it once C.RATE is near 100%. DEF% - The skills' damage scales from DEF. ACC - To land [Block Revive] on Arena defenders, who usually have high RES.
Gear set combinations Ignores DEF on every hit, plus DEF - the all-round damage build.
Gives: DEF +15%, Savage effect
C.RATE and DEF ignore in one set, with SPD to act more often.
Gives: C.RATE +10%, SPD +12%, Lethal effect
Three 2-piece sets when your 4-piece pieces are weak.
Gives: DEF +15%, C.RATE +12%, SPD +12%
Keeps the damage and adds ACC for the kit's debuffs.
Gives: ACC +40, SPD +5%, Savage effect
Main stats Weapon ATK Fixed Helmet HP Fixed Shield DEF Fixed Gauntlets C.RATE C.RATE first; C.DMG once you reach 100% Chestplate DEF% Damage scales from DEF Boots SPD Always - turns win fights Ring DEF Flat DEF Amulet C.DMG The crit multiplier Banner ACC To 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
Offense T1 Deadly Precision C.RATE for a damage dealer. T2 Keen Strike C.DMG. T3 Ruthless Ambush Bigger first hit on each enemy. T4 Bring It Down More damage to targets with more MAX HP than this champion. T5 Kill Streak Snowballs Arena kills. T6 Flawless Execution More C.DMG for one-shot Arena openers. Support T1 Pinpoint Accuracy ACC for the kit's debuffs. T2 Charged Focus More ACC when no skill is on cooldown. T3 Arcane Celerity Turn meter when its debuffs expire. T4 Lore of Steel Stronger set bonuses (Speed, Accuracy...). T5 Master Hexer Its debuffs can last a turn longer. T6 Eagle-Eye +50 ACC.
Blessings Phantom Touch - Extra damage on every attack suits anyone whose job is to hit, and it needs no particular debuff or buff to work. Cruelty - Many hits per turn means the target's DEF melts away; best on multi-hit attackers and in long boss fights. Lightning Cage - Rewards teams that fight buffed enemies and gives any attacker a steady source of extra damage. How blessings work
Relics Irethi Coronet - Damage climbs with each debuff the wearer places, up to a cap - made for champions that apply several debuffs per turn. Preserved Aberration - Ignores DEF for each [Poison] the wearer has on the target - a natural fit for poisoners. Arachnelixir - Adds ATK-based bonus damage to the wearer's [Poison] debuffs, so poison kits get a lot more out of each tick. How relics work