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Duelist
Uncommon Banner Lords Force Attack

Duelist — guide

Telerian League
VerdictFodder
1/5
Speed101HP11400Defense793Attack1200
Clan Boss0.5
Hydra0.5
Chimera1.5
Arena1
Dungeons1
Hard dungeons1
Doom Tower0.5
Faction Wars1.5
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Duelist

In short

Duelist is an Uncommon Attack champion of the Banner Lords with Force affinity. The only thing he genuinely does is land a single-target Stun with his A2, so his best use is Faction Wars and early Chimera where a cheap one-target lockdown helps. Invest gear, tomes and masteries only if you have literally nobody else for that Faction Wars slot — the site's verdict is that he is fodder.

Strengths

  • A2 is a 50% chance to place a 1-turn Stun; tomes raise the chance and the last level cuts cooldown by 1, so a single enemy can be kept stunned most of the time.
  • A1 heals him for 20% of the damage dealt, and tomes increase the heal — a little sustain early on.
  • Force affinity is handy against Spirit enemies, which occasionally matters in Faction Wars.
  • Both skills are plain attacks, so damage and healing come from the same hit with no setup required.

Weaknesses

  • 1200 base ATK at 6★ means almost no damage, and the A1 heal is therefore tiny.
  • 793 DEF and 11400 HP — he folds to almost anything, especially Magic affinity.
  • 101 SPD is slow, so getting the Stun off before the enemy acts is a problem.
  • No ACC in his base stats, yet a Stun needs accuracy to land — without an ACC build the A2 often does nothing.
  • Single-target control only, no passive and no aura.

Where to use

His best scores are Faction Wars and Chimera (1.5 out of 5 each) — that is where he works as a cheap one-target lockdown if you have no better options. Arena, Dungeons and Hard mode sit at 1.0, meaning very early game only. Clan Boss, Hydra and Doom Tower (0.5) are not his content at all; he just occupies a slot.

Stats and gear

The author lists no builds for him, so go with a generic starter setup. Stat priority: speed → accuracy → survivability. Rough targets: SPD 170–200, ACC 150+ so the Stun actually lands, HP 25k+, DEF 1500+. C.RATE and C.DMG are pointless — with 1200 ATK he will not deal damage. Sets: Speed (more turns for the Stun), Accuracy (top up ACC), and HP or Defense sets for bulk. Lifesteal only makes sense at the very start, before your team has proper healing.

Masteries and blessings

PVE route: Offense plus Support. Take the accuracy masteries in Support so the debuff lands, and Warmaster or Giant Slayer in Offense if you drag him into dungeons. A PVP Arena tree exists for him, but the author does not recommend him for PVP — don't spend the scrolls. Blessings make no difference on a champion like this, so don't sink resources there.

Tombs

If he is actually working in Faction Wars, book the A2 first: +25% Stun chance and −1 cooldown is exactly what turns him from useless into a tolerable locker. Books in the A1 only add damage and healing, which is wasted on fodder.

Verdict

Fodder. Keep one spare for early Faction Wars, and the rest of the time he should be feeding champions that actually matter.

Skills

Surge

Attacks an enemy.

Heals this Champion by 20% of the damage dealt.
    Level two – damage +5%.
    Level three – damage +5%.
    Level four – healing +10%.
    Level five – damage +10%.
    Level six – damage +15%.
    Level seven – healing +15%.

Mortal Wound

Attacks an enemy.

Has a 50% chance of placing a [Stun] debuff for 1 turn.
    Level 2 – Damage +5%.
    Level 3 – Damage +5%.
    Level 4 – Buff/Debuff Chance +10%.
    Level 5 – Damage +10%.
    Level 6 – Buff/Debuff Chance +15%.
    Level 7 – Damage +10%.
    Level 8 – Cooldown -1.

PVE Masteries = Duelist: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars
PVP Masteries = Duelist: masteries for Arena (1 vs 1, 3 vs 3)

This champion is not recommended for PVP

Where to get

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

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