
Errol — guide
Guide: Errol
In short
Errol is a Legendary Attack champion from the Sacred Order (Force affinity) built for the Arena: he strips every buff off the target and takes them for himself, and all three of his skills carry a baked-in +30% Critical Rate. Build him purely for damage — Attack, Crit Rate, Crit Damage. The site author's take is blunt: an average legendary, vault material (fusion).
Strengths
- +30% Crit Rate on every skill makes reaching the crit cap far easier than for most nukers.
- Denial strips all buffs from the target, steals them, then hits at 5.2× ATK — a great counter-pick against shields, Attack Up and defensive Arena setups.
- Helmbreaker lands three hits at 1.5× ATK each, and every hit has a 50% chance to ignore Defence, so tanks melt.
- His passive gives allies +35% Attack in Dungeons — a nice bonus for farming teams.
- A top shooter for single-target damage, especially in the Arena.
Weaknesses
- No control and no support: just damage and a buff steal.
- Low base Defence (837) and middling HP — splash and AoE delete him.
- Nearly useless in Clan Boss, Hydra and Doom Tower: no debuffs, no multi-target damage.
- The passive only works in Dungeons, so it is dead weight in the Arena.
Where to use
His home is the Arena — Classic and Tag Team (4.5/5), where the buff steal and armour-piercing damage really shine. In Faction Wars (4.0/5) he is simply a strong damage dealer who clears waves. Chimera (3.5/5) is fine as a single-target nuker. Dungeons and Hard mode (3.0/5) are workable but unremarkable. Clan Boss, Hydra and Doom Tower (2.0/5) are not his content — bring somebody else.
Stats and gear
Priority: 100% Crit Rate (the built-in +30% helps, but cap it properly), 200%+ Crit Damage, 4000+ Attack, 180–200 Speed, and 200–250 Accuracy so Denial reliably strips buffs. Put the rest into HP and Defence so he survives. Sets: Offense, Crit Damage, Savage, Cruel, Lethal. Relics worth a look: Malefic Talon, The Cat's Gaze and Gorecrescent.
Masteries and blessings
Go down the Offense tree: Pierce Defenses, Foekiller, Piercing Strike, Constant Onslaught, Bloodthirsty Prowess, plus the classic Helmsmasher for Defence ignore. Fill the second tree for survivability or Accuracy. Blessings: Soul Reap and Lightning Cage.
Tombs
Book Denial first for the -1 Cooldown (4 → 3 turns): more frequent buff steals, which is his whole identity. Then take Helmbreaker to its -1 Cooldown on the last level. Blazing Sword gets books last — it is damage only.
Verdict
As an Arena nuker with a buff steal Errol is playable, but as a legendary he is distinctly average: build him for Arena and Faction Wars, or feed him to a fusion.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Blazing Sword
Attacks an enemy. C.RATE +30%.
Damage based on [ATK] = 3.9 × [ATK]

Helmet Breaker
The Champion attacks the enemy 3 times. C.RATE increases by 30%. Each hit has a 50% chance to ignore the target's DEF. Cooldown: 4 turns
Damage based on [ATK] = 1.5 × [ATK] (3 times)

Denial
Removes all buffs from the target and steals them, then attacks the target. C.RATE +30%. CD: 4 turns
Damage based on [ATK] = 5.2 × [ATK]

Errol Raid Shadow Legends is a hero from the “Telerians” union of the “The Sacred Order” faction. His main role in a team is Attack. This hero's attacking skills have an increased chance to land a critical hit. He is recommended to use artifacts for Attack and C.RATE.
Where to get
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Question — answer
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