
Legit — guide
Guide: Legit
In short
Legit is an Uncommon Defense champion from the Barbarians with Spirit affinity. His only real contribution is a team-wide 7.5% Regen buff on a 2-turn duration, plus weak Defense-scaling AoE damage with a small chance to extend an enemy cooldown. He shines only in Faction Wars and the very early game, and the build priority is simple: don't invest.
Strengths
- His second skill gives the whole team Regen 7.5% for 2 turns, and booking it drops the cooldown from 5 to 4 turns — cheap passive healing for early dungeons and Faction Wars.
- The A1 scales off Defense instead of Attack, so a tanky build still deals some damage to every enemy.
- The A1 hits all enemies and has a 30% chance (after the skill's 5th level) to extend a random skill's cooldown by 1 turn — a rare effect that can genuinely annoy bosses.
- As an Uncommon he is cheap: fast to level and an easy filler slot for Barbarian Faction Wars.
Weaknesses
- Weak base for a tank: 1244 Defense and 13,380 HP at 6★ means he dies before doing much.
- The cooldown extension is unreliable: 30% at best, and only one random skill per target.
- No shield, no Provoke, no damage reduction or control — he does not function as a real tank in serious content.
- 100 base Speed and no Accuracy: to land the cooldown extension at all you have to build Accuracy from gear.
Where to use
Best area is Faction Wars (1.5 out of 5) — he at least adds Regen and cleans up trash waves there. Arena and dungeons (1.0) only for the earliest campaign chapters and low dungeon stages. In Clan Boss, Hydra, Chimera, Hard mode and Doom Tower (0.5) he has no place at all: the numbers simply aren't there.
Stats and gear
Priority: DEF% → HP% → Speed → Accuracy. Rough targets: around 2500–3000 Defense, 30–35k HP, 170–180 Speed, 150–200 Accuracy (needed specifically for the cooldown extension), with C.RATE/C.DMG as leftovers rather than a goal. Sets: Defense x2 + Speed, or Perception if you need the Accuracy, Regeneration or Immortal for survivability. Don't move good gear onto him.
Masteries and blessings
Go Defense tree for survivability and Resistance, plus Support tree for Accuracy and Speed so the A1 lands its effect more often. Tier 6 is not critical — basic defensive nodes are enough. Blessings are irrelevant on fodder; if you truly must, take any defensive one.
Tomes
Book the second skill first — the cooldown going from 5 to 4 turns means more Regen uptime for the whole team. Then push the A1 to level 5, where the cooldown-extension chance rises from 15% to 30%. Honestly though: tomes are wasted on fodder, save them for champions you'll actually take into content.
Verdict
Fodder. Keep one around for Barbarian Faction Wars if that roster is empty, and put zero resources into him.
Skills
Suppressive Fire
Attacks all enemies.
Has a 15% chance of increasing the cooldown of a random skill on each target by 1 turn.
Damage based on Defense.
At skill level 5, damage increases by 10%, and the chance of increasing the cooldown of a random skill becomes 30%.
Ranger Skill
Places a 7.5% Continuous Heal buff on the team for 2 turns.
Cooldown — 5 turns.
At skill level 2, the cooldown is reduced to 4 turns.
Where to get
Reviews
Played this hero? Tell us where he saved you, — it will help other players.
Question — answer
No questions.
















