
Madman — guide
Guide: Madman
In short
Madman is a Rare Dwarf Attack champion with Spirit affinity. His one real trick is Fierce Kick: it ignores 30% of the target's DEF and cuts straight through Shield and Block Damage, which occasionally catches shield-heavy Arena teams off guard. Everything else is stash tier — the site verdict is "Stash him (fusion)" with the note "Food". Build him for a specific job or as fusion material, never as your main damage dealer.
Strengths
- Fierce Kick ignores 30% DEF and completely bypasses Shield and Block Damage — rare utility for a Rare champion.
- Mad Endurance is a real AoE that heals him for 10% of the damage dealt while he is below 50% HP, so he sustains himself in longer fights.
- Mad Flurry has a 50% chance to hit all remaining enemies for 30% of the first hit's damage — free extra chip damage.
- Dwarves have very few Attack-role options, so he can plug a hole in Faction Wars.
Weaknesses
- 1,343 base ATK at 6★ is far too low to carry as a damage dealer.
- 14,040 HP, 749 DEF and 99 SPD: he folds before he ever takes a turn.
- No buffs, no debuffs, no turn-meter control — zero team utility.
- The ratings agree: 1/5 in Clan Boss, dungeons, Hydra, Hard mode and Doom Tower.
Where to use
Arena (3/5) is his only defensible home — he strips value from Shield and Block Damage and finishes through leftover DEF. Next comes Faction Wars (2.5) as a body, then Chimera (2.0). Clan Boss, Hydra, dungeons, Hard mode and Doom Tower are all 1/5; don't bother.
Stats and gear
Priority: SPD first, then C.RATE and C.DMG, ATK with whatever is left. ACC is pointless — he lands no debuffs. Rough targets: SPD 170+, C.RATE 100%, C.DMG 150%+, ATK as high as your gear allows. Use Speed and crit-damage-oriented sets (C.RATE/C.DMG); the listed relic is Malefic Talon.
Masteries and blessings
Main tree is Attack with Pierce Defenses as the key pick, surrounded by standard damage masteries. Second tree: Support or Defense, so a 14k HP Rare actually survives to act. Rare champions only get low-tier blessings, so take Cruelty for the extra damage — nothing better is available to him.
Tombs
None. He is food and fusion material; tomes would be wasted. If you absolutely must, the only meaningful upgrade is Mad Endurance's −1 cooldown at level 6 — and burning six tomes on a stash Rare for that is a bad trade.
Verdict
A narrow Arena tool against shields and a stash/fusion body everywhere else. Build him only if your Dwarves desperately need an Attack body in Faction Wars.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
| Skill | Description | Level Upgrades |
![]() Frenzied Strikes | Attacks an enemy. Has a 50% chance to perform a second hit on all other enemies dealing 30% of the damage dealt by the first hit. Damage based on [ATK] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Damage +5% Lvl 5 – Damage +10% |
![]() Mad Endurance | Attacks all enemies. If this Champion has less than 50% HP, heals this Champion by 10% of the damage inflicted. Damage based on [ATK] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Damage +5% Lvl 5 – Damage +10% Lvl 6 – Cooldown -1 |
![]() Fierce Kick | Attacks an enemy. Ignores 30% of the target's DEF. Ignores Shield and Block Damage. Damage based on [ATK] | Lvl 2 – Damage +5% Lvl 3 – Damage +10% Lvl 4 – Damage +15% |
Madman is a Champion from the "Nyresan Union" faction "Dwarves". His main role in the team is Attack. He deals decent damage to the opponent's team, ignoring armor and healing from the damage dealt.
Where to get
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Question — answer
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