
Myrmidon — guide
Guide: Myrmidon
In short
Myrmidon is a Rare Defense champion of the Banner Lords with Magic affinity. His kit is a single-target Provoke, an AoE Attack Down, an ally Shield and a Dungeon DEF aura. Build him for DEF/HP, but realistically he is vault and fusion material.
Strengths
- Team Spirit gives the whole team an Ally Shield of 50% for 2 turns and puts 15% Regeneration on himself — a real survivability bump early on.
- Subduing Strike is an AoE with a 60% chance to place a 25% Attack Down for 2 turns, which is decent against mob waves in dungeons.
- The aura (+20% ally DEF in Dungeons) is free value — no turn, no gear required.
- Both damaging skills scale off DEF, so one stat gives you damage and tankiness at the same time.
Weaknesses
- Provoke is only a 20% chance and only fires on targets with higher MAX HP — the control is a coin flip at best.
- Weak base: 1,222 DEF and 99 SPD means he often doesn't get the Shield up before the enemy's first hit.
- Almost no built-in Accuracy (10), so Attack Down and Provoke will miss without ACC gear.
- No cleanse, no real damage, and nothing at all for Hydra or Hard mode.
Where to use
His best score is Clan Boss (3.0), where the Shield and Attack Down buy the team a little extra life. Next is Faction Wars (2.5) as a budget tank with an aura, then dungeons (2.0) in the early stages. Chimera (2.0) only if you truly have nothing else for the slot. He is not competitive in Arena (1.5) or Doom Tower (1.5). Skip him entirely in Hydra and Hard mode (1.0).
Stats and gear
Stat priority: DEF → HP → SPD → ACC. Rough targets: 2,500+ DEF, 30–40k HP, 170–200 SPD and 150–200 ACC so Attack Down and Provoke actually land. Ignore crit — his damage comes from DEF anyway. Use defensive and survivability sets: Defense, Life, and Speed or Perception if you are short on speed. From the relic list, Golden Elixir.
Masteries and blessings
Go Survival Speed and Unflinching — defense and staying alive; the offense tree is not worth it. Pick the nodes that give resistance, damage reduction and extra turns on the Shield. Blessings are not a priority: he is not an endgame champion, so take whatever you have, ideally a defensive one.
Tomes
If you invest at all, book Team Spirit first — it has two cooldown steps, so the Shield and Regeneration come around noticeably more often. Then Subduing Strike (cooldown −1 at level 8). Honestly though, tomes are wasted on a vault champion — save them for a real tank.
Verdict
Vault (fusion). As a cheap Shield + Attack Down body for early Faction Wars and Clan Boss he is fine, but he does not deserve real investment.
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 |
![]() Bone Crush | Attacks an enemy. If the target's MAX HP is higher than this Champion's, has a 20% chance to place a Provoke debuff for 1 turn. Damage based on [DEF] | Lvl 2 – Damage +5% Lvl 3 – Buff/Debuff Chance +5% Lvl 4 – Damage +5% Lvl 5 – Buff/Debuff Chance +5% Lvl 6 – Damage +5% Lvl 7 – Buff/Debuff Chance +5% Lvl 8 – Damage +5% Lvl 9 – Buff/Debuff Chance +5% |
![]() Subduing Strike | Attacks all enemies. Has a 60% chance of placing a 25% Decrease ATK debuff for 2 turns. Damage based on [DEF] | Lvl 2 – Damage +5% Lvl 3 – Buff/Debuff chance +5% Lvl 4 – Damage +5% Lvl 5 – Buff/Debuff chance +5% Lvl 6 – Damage +10% Lvl 7 – Buff/Debuff chance +10% Lvl 8 – Cooldown -1 |
![]() Team Spirit | Places a 50% Ally Protection buff on all allies for 2 turns. Places a 15% Continuous Heal buff on this Champion for 2 turns. | Lvl 2 – Cooldown -1 Lvl 3 – Cooldown -1 |
| Aura | Increases Ally DEF in Dungeons by 20%. |
Myrmidon Raid Shadow Legends is a hero from the Telerian League alliance of the Banner Lords faction. His main role in the team is Defense. This hero is focused on provoking the enemy to attack. He also applies a Decrease ATK debuff on the enemy, Continuous Heal on himself, and Ally Protection on allies. Artifacts for Defense and HP suit him.
Where to get
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Question — answer
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