
Steadfast Marshal — guide
Guide: Steadfast Marshal
In short
Steadfast Marshal is a Rare HP champion from Banner Lords with Void affinity. His profile is a tank-support for Faction Wars: a 60% Increase Defense on himself with an extra turn, plus Veil for the whole team. Outside Faction Wars he is vault material and fusion fodder — which is exactly how the guide author rates him.
Strengths
- A2 Stalwart Defence: 60% Increase Defense for 2 turns and an extra turn right away — cheap survivability for the team.
- A3 Under Cover: Veil for 2 turns on all allies except himself — shields your key damage dealers from single-target hits.
- A1 Thunder Strike scales off HP, so a tanky build does not gut his damage.
- Void affinity means no weak hits against other affinities.
- His best score is Faction Wars at 2.0 — that is where he earns his keep.
Weaknesses
- 90 Speed and 782 Defense at 6★ — slow and fragile for a tank until fully geared.
- He cannot Veil himself, so he never hides under his own A3.
- A1 Provoke is only a 50% chance and only triggers if the target's MAX HP is lower than his — useless against bulky targets.
- Ratings: CB 1.0, Chimera 0.5, dungeons 1.0 — not a pick for serious content.
Where to use
Faction Wars (2.0) is the only place he matters: Veil and Increase Defense patch weak Banner Lords slots. Arena (1.5) only at an early stage, as a Veil support. Clan Boss, Hydra, dungeons, Doom Tower and hard content sit at 1.0 — use him only if you have nothing else for the slot. Chimera (0.5) — leave him out.
Stats and gear
Priority: HP → Defense → Speed. Rough targets: 40–50k HP, 2,000–2,500 Defense, 170–200 Speed, and 100–150 Accuracy only if you actually play around the Provoke. Crit Rate and Crit Damage are irrelevant; Resistance is not a priority. The author's build list names no sets, only the Molten Deathbell relic, so stick to general picks: HP, Defense and Speed sets.
Masteries and blessings
The build lists a single mastery — In For The Kill from the Offense tree. That is thin for a tank: add the Defense tree for survivability and the Support tree for team utility around Veil. No blessing is listed, and a vault Rare is not worth blessing investment.
Tombs
Better not to spend books on him at all — he is vault material. If you keep him in Faction Wars, book the A3 Under Cover cooldown first for more Veil uptime, then A2 for more frequent Increase Defense plus extra turns. A1 books only raise the bonus chance — last priority.
Verdict
A narrow Faction Wars specialist and nothing more. Everywhere else he is vault space or fusion material, just as the author's verdict says.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
| Skill | Description | Level Upgrades |
Thunder Strike | Attacks an enemy. If the target's MAX HP is lower than this champion's, has a 50% chance of placing a Provoke for 1 turn. Damage based on [HP] | Lvl 2 – Buff/Debuff chance +5% Lvl 3 – Buff/Debuff chance +5% Lvl 4 – Buff/Debuff chance +5% Lvl 5 – Buff/Debuff chance +10% |
![]() Sturdy Defense | Places a 60% Increase DEF buff on this Champion for 2 turns. Then takes an extra turn. | Lvl 2 – Cooldown -1 |
![]() Covered Retreat | Places a Veil buff on all allies except this Champion for 2 turns. | Lvl 2 – Cooldown -1 |
Marshal Raid Shadow Legends is a hero from the Telerian League alliance of the Banner Lords faction. His main role in the team is HP. His skills deal damage based on HP, the hero is able to apply Defense buffs and lead your squad into Veil. The best solution would be to give this hero gear for HP and Defense.
Where to get
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Question — answer
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Thunder Strike
















