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Deserter
Uncommon Barbarians Magic Attack

Deserter — guide

Telerian League
VerdictFodder
1/5
Speed96HP10080Defense969Attack1112
Clan Boss1
Hydra1
Chimera0.5
Arena0.5
Dungeons1
Hard dungeons0.5
Doom Tower0.5
Faction Wars1.5
Preliminary rating based on the champion’s skills. Will be refined with testing.
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Deserter

In short

Deserter is an Uncommon Magic Attack champion from the Barbarians with neither damage nor survivability. His only argument is the 50% Heal Reduction on his second skill once booked. The site verdict is blunt: he is food — don't invest beyond what a Faction Wars slot filler needs.

Strengths

  • «Kлеймящая стрела» — Branding Arrow reaches 100% chance to place 50% Heal Reduction for 2 turns at skill level 6, with cooldown down to 3 turns.
  • The default skill hits random targets twice, each hit able to place 30% Decrease DEF (35% at level 5).
  • Two genuinely useful debuffs — one offensive, one anti-heal — on a single cheap champion.
  • Magic affinity gives him an edge against Spirit enemies in early content.

Weaknesses

  • Overall rating 1.0: 1112 ATK and a weak base kit mean effectively no damage.
  • Low debuff chances, and the A1 hits random targets — you cannot aim Decrease DEF where you need it.
  • No buffs, no revive, no passive — just two debuffs.
  • Low HP and DEF with 96 SPD — he dies to the first cleave.

Where to use

His best and only sensible home is Faction Wars (1.5/5): a body to fill the Barbarian slot on early stages. Dungeons and Clan Boss — 1.0/5: very early game, as a Heal Reduction carrier against healing waves. Arena, Hydra, Chimera, Hard mode, Doom Tower — 0.5/5: do not bring him, he only wastes a slot.

Stats and gear

If you truly need the Faction Wars slot, build speed and accuracy, not damage:

  • SPD 170–200 so debuffs land before the enemy acts.
  • ACC 100–150 for Faction Wars stages, otherwise Heal Reduction will be resisted.
  • C.RATE 100% and as much ATK% as you can spare, only if you want any damage at all.
  • Remaining substats into HP%/DEF% so he survives to a second turn.
  • Sets: Speed + Perception is the cheapest way to reach accuracy; Speed + Lifesteal works if he keeps dying.

Masteries and blessings

  • Offense tree: standard crit rate and ATK masteries, finishing on Warmaster or Giant Slayer only if you drag him into boss fights.
  • Support tree: Pinpoint Accuracy (+10 ACC) — the only mastery that genuinely matters for his debuffs.
  • Blessings: skip them. Any essence spent here is wasted, even the cheapest damage blessing.

Tombs

Book Branding Arrow (A2) first, up to level 6: 100% Heal Reduction and a 3-turn cooldown is the only reason this champion exists. The A1 comes second, to level 5 for the 35% Decrease DEF chance. Realistically, wait for duplicate copies instead of spending Tomes.

Verdict

Food. Deserter justifies neither Tomes nor gear — feed him to stronger champions or use duplicates as skill-ups for a Barbarian worth building.

Skills

Hurricane

Attacks random targets 2 times.

Has a 25% chance to place a 30% Decrease DEF debuff for 2 turns.
Damage based on ATK.
At skill level 5, damage increases by 10%, and the chance to place Decrease DEF becomes 35%.

Branding Arrow

Attacks an enemy.

Has a 50% chance of placing a 50% Healing Reduction debuff for 2 turns.
Damage based on Attack.
Cooldown — 4 turns.
At Lvl 6 of the skill, the chance of placing Healing Reduction becomes 100%, and the cooldown is reduced to 3 turns.

Where to get

Mystery Shardchance for these champions
Ancient Shardmain source
Events and fusionsstay tuned

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