
Greenwarden Ruarc — guide
Guide: Greenwarden Ruarc
In short
Greenwarden Ruarc is a Legendary Defense champion of the Sylvan Watchers, Force affinity, with damage scaling off DEF. His home is Arena and Clan Boss: a self Taunt with +60% DEF and Strengthen 25%, an AoE Decrease ATK, and passive shields for the team. The author's verdict is vault (fusion), so only invest if you actually need the faction.
Strengths
- A3 gives himself Taunt, +60% DEF and Strengthen 25% for 2 turns — he soaks the enemy focus and survives it comfortably.
- His passive: whenever an ally loses 10% or more of max HP from a single hit, that ally gets a Shield worth 10% of their max HP for 2 turns — free protection for the whole team, no turn spent.
- A1 moves all debuffs from himself onto the target and heals 5% of max HP per debuff transferred — cleanse and sustain in one button.
- A2 is an AoE with an 80% chance of 50% Decrease ATK for 2 turns, and it steals every Regeneration buff from the enemy team; the steal cannot be reflected.
- All damage scales off DEF, so a tanky build still contributes.
Weaknesses
- 102 SPD is slow: the Taunt lands late and fast teams simply walk around him without Perception or a turn-meter booster.
- His own damage is low and his AoE hits softly — he is not a damage dealer.
- The passive shield is only 10% max HP, so it does nothing against big single hits.
- Decrease ATK is his only real control, which is why Hydra and Chimera get little from him.
Where to use
Best areas: Clan Boss (4.0) and Faction Wars / Sylvan Watchers (4.0) — he tanks and shuttles debuffs there. Arena (3.0, Classic and Tag Team) works with a defensive Taunt build. Dungeons, Hard mode and Doom Tower sit at a flat 3.0 — fine if you have nothing better. He drops off in Hydra (3.0) and especially Chimera (2.5), where his kit has little to offer.
Stats and gear
Priority: DEF → HP → SPD → ACC → RES. Rough targets: DEF 3000–3500+, HP 50–60k, SPD 180–220, ACC 200–250 so the Decrease ATK and the Regeneration steal land, RES 200+ against debuff teams. Ignore C.RATE and C.DMG — DEF does the work.
Sets: Regeneration (main), Perception, Untouchable, Guardian, Stoneskin, Bolster. Relics worth a look: Golden Elixir, Wand of Submission and Xibia's Servitude — all lean into survivability and control.
Masteries and blessings
Defense tree plus Support: Invigorated, Survival Speed, Unflinching, Power Reset, Gathering Momentum, Damage Mitigation, Buff Depletion, Bolstered Defense. Blessings: Faultless defense as the default tank pick, Brimstone if you slot him into Clan Boss, Polymorph against Arena control.
Tombs
Book A3 first — two cooldown books cut it from 6 to 4 turns, which is the entire point of the champion: uptime on Taunt, DEF up and Strengthen. Then A2 (−1 cooldown and +10% debuff chance), and leave A1 and the passive for last.
Verdict
A tidy Arena and Clan Boss tank and nothing more: park him in the vault for fusion and only pull him out if your Sylvan Watchers faction really needs the help.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Sword of the Plains
Attacks an enemy. Transfers all debuffs from self to the target.Heals by 5% of this hero's MAX HP for each debuff transferred
Damage based on DEF
Level 2 - Damage +5%
Level 3 - Damage +5%
Level 4 - Damage +10%
Rust - 4 turns
Attacks all enemies. Has an 80% chance of placing a 50% Decrease ATK for 2 turns.
Steals all Continuous Heal buffs from the enemy team. This effect cannot be resisted.
Damage based on Defense.
Decrease ATK
Level 2 - Damage +10%
Level 3 - Buff/Debuff Chance +10%
Level 4 - Buff/Debuff Chance +10%
Level 5 - Cooldown -1
Nature's Call - 6 turns
Places a Taunt, a 60% Increase DEF buff and a 25% Strengthen buff on this Champion for 2 turns.
Decrease ATK
Level 2 - Cooldown -1
Level 3 - Cooldown -1
Coiling Shield - 1 turn
Each time an ally loses 10% or more of their MAX HP from a single hit, places a Shield on that ally equal to 10% of their MAX HP for 2 turns
Level 2 - Cooldown -1
Where to get
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Question — answer
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