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Arndulf
Epic Banner Lords Magic Defense

Arndulf — guide

Telerian League
VerdictVault (fusion fodder)
3/5
Speed101HP17670Defense1332Attack793
Clan Boss2
Hydra2
Chimera1.5
Arena3.5
Dungeons3
Hard dungeons2
Doom Tower2.5
Faction Wars3.5
Anti-Lava
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Arndulf

In short

Arndulf is an Epic Magic Defense champion of the Banner Lords whose damage scales off DEF. He is a tank-controller: a Provoke on his A1, an AoE Weakness/Fear on his A2, and team-wide Reflect Damage plus a self-Counterattack on his A3. He shines in the Arena and Faction Wars, offers very little against bosses, and his build priority is DEF first, then SPD and ACC.

Strengths

  • All his damage is DEF-based (3.9× and 4.1×), so one set of gear gives both survivability and damage.
  • A2 hits every enemy and, once booked, lands a guaranteed 25% Weaken for 2 turns with a 50% chance of Fear.
  • A3 grants the whole team 30% Reflect Damage for 2 turns and puts Counterattack on Arndulf himself — combined with Provoke he really holds a wave together.
  • The A1 Provoke pulls aggro off squishy damage dealers and protects key targets.
  • Solid ratings in the Arena (3.5) and Faction Wars (3.5) — exactly the places where a tank with control is wanted.

Weaknesses

  • 101 base Speed is slow; without Speed gear he simply gets out-tempoed.
  • Weak against bosses: CB 2.0, Hydra 2.0, Chimera 1.5 — no poisons, no DEF buff, no single-target debuffs worth having.
  • Provoke and Fear are unreliable before books (20% and 25% base), and Weaken alone does no damage.
  • Reflect Damage is situational: in teams without healing or shields it often does nothing.

Where to use

First and foremost the Arena (3.5) and Faction Wars (3.5) — there he is both tank and control. Dungeons (3.0) and Doom Tower (2.5) are fine when needed, since A2 on wave stages strips both Weaken and Fear onto the pack. Clan Boss, Hydra and especially Chimera (2.0 / 2.0 / 1.5) are not his content — don't slot him there.

Stats and gear

Priority order: DEF → SPD → ACC, everything else is secondary. Rough targets: DEF 3000–3500+, SPD 170–200 for the Arena (150–170 is enough in dungeons), ACC 150–200 so the debuffs land, RES 150+ for Arena work, HP as a bonus. Ignore C.RATE and C.DMG — his damage comes from DEF anyway. Recommended sets from the list: Defense, Immortal, Resilience, Guardian, Fortitude — Defense plus Immortal or Resilience is the core, and add Guardian or Fortitude if the team needs support.

Masteries and blessings

The author gives two pages: a PvE page (dungeons, Clan Boss, Doom Tower, Faction Wars) and a PvP page (Arena 1v1 and 3v3). His listed picks are Pierce Defenses, Expeditious Exploitation, Gathering Momentum, Puppetmaster and Boss Slayer — fill the rest with standard defensive and accuracy nodes suited to your content. Relics on the sheet: Mask of Rage, Irethi Coronet, Perched Shadow. For blessings the logic is simple: take a defensive/survival one, damage is not his job.

Tom es

Book A2 first: its final level cuts the cooldown by 1, pushes Weakness to 100% and Fear to 50%, turning it into reliable AoE control. Then A3 — two book levels drop the cooldown from 5 to 3, so Reflect Damage is almost always up. Book A1 last; its levels only add +10% debuff chance.

Verdict

The author's verdict: into the vault (fusion) — the only note on his sheet, “against lava”, describes a very narrow niche. Keep him for fusion and Faction Wars, don't pour real resources into him.

Build

Artifact sets
DefenseImmortalResilienceGuardianFortitude
Key masteries
Pierce DefensesExpeditious ExploitationGathering MomentumPuppetmasterBoss Slayer
Relics
Mask of RageIrethi CoronetPerched Shadow

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills


Iron Mace

Attacks an enemy. Has a 20% (30%) chance of placing a Taunt debuff for 1 turn.
Damage based on [DEF] = 3.9 × [DEF]
Taunt
Lvl. 2 Damage +5%
Lvl. 3 Damage +5%
Lvl. 4 Debuff chance +5%
Lvl. 5 Debuff chance +5%
​

Frightening Cruelty

Attacks all enemies. Has a 75% (100%) chance of placing a 25% Weaken for 2 turns. Has a 25% (50%) chance of placing Fear for 1 turn.
Damage based on [DEF] = 4.1 × [DEF] AoE
Weaken
Fear
Cooldown Turns: 4
Lvl. 2 Damage +5%
Lvl. 3 Damage +10%
Lvl. 4 Buff/Debuff Chance +10%
Lvl. 5 Buff/Debuff Chance +15%
Lvl. 6 Cooldown -1


Iron Wall

Places a 30% Reflect Damage buff on all allies for 2 turns. Also places a Counterattack buff on this Champion for 2 turns.
30% Reflect Damage
Counterattack
Cooldown: 5 turns
Lvl 2 Cooldown -1
Lvl 3 Cooldown -1

PVE Masteries = Arndulf: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars

General PVE


Kuldath/Control


PVP Masteries = Arndulf: masteries for Arena (1v1, 3v3)

Nuker


Where to get

Ancient Shardsmall chance
Sacred Shardhigh chance for an Epic
Events and fusionsstay tuned

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