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Opardin Clanfather
Legendary Barbarians Magic HP

Opardin Clanfather — guide

Telerian League
4/5
Speed102HP22470Defense1211Attack870
Clan Boss4
Hydra4
Chimera4
Arena3.5
Dungeons3
Hard dungeons3
Doom Tower3
Faction Wars4.5
Vault
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Opardin Clanfather

In short

Opardin Clanfather is a Legendary Magic HP-role support from the Barbarians. His job is Regeneration: two 15% Regen buffs on the whole team, a cleanse of Block Buffs and Heal Reduction, and a passive that turns every Regen tick into turn meter for your team. Build him HP first with enough Speed and Accuracy — his best home is Faction Wars.

Strengths

  • Clan Mentor puts two 15% Regeneration buffs for 2 turns on the entire team and strips Block Buffs and Heal Reduction; fully booked, it removes one random debuff from each ally at a guaranteed 100%.
  • Parent passive: whenever Regeneration heals an ally, that ally's turn meter fills by 5% — constant speed-up that costs you no turns.
  • Tribe Summon hits all enemies with HP-scaling damage (0.27 × HP) and heals the team for 10% of his max HP, or 15% if they have Regeneration.
  • Double Hammer is a two-hit HP-scaling attack with 70% (booked) chances to cut the target's turn meter by 5% and fill his own by 5%.
  • Everything in his kit feeds itself: Regeneration both heals and accelerates, so one buff does two jobs.

Weaknesses

  • No revive and no big direct heal — outside Regeneration his healing is thin.
  • Low base Speed (102) and Defense (1,211) have to be patched up with gear.
  • HP-scaling damage is a bonus, not real damage-dealer output; dungeons, Doom Tower and Hard modes sit at 3/5.
  • Arena is only 3.5 — fast teams with mass buff removal erase his Regeneration.

Where to use

Faction Wars (4.5) is clearly his best spot: healer, cleanser and turn-meter engine for a Barbarian squad. Clan Boss, Hydra and Chimera (4.0 each) are solid — he keeps Regeneration on the whole team and clears Heal Reduction, which matters a lot in Hydra. Arena (3.5) is situational, against teams without mass buff stripping. In dungeons, Doom Tower and Hard modes (3.0) bring him only if the team genuinely needs cleanse plus Regeneration.

Stats and gear

Priority: HP → Speed → Accuracy → Resistance. Ignore Crit Rate and Crit Damage; HP-scaling damage barely moves with them.

  • HP: 80,000–100,000+ (HP% gloves, chest and boots).
  • Speed: 200–250 so Regeneration and the cleanse keep cycling.
  • Accuracy: 200+ for Double Hammer's turn-meter cuts.
  • Resistance: 300+ in debuff-heavy content.
  • Sets: Life, Divine Life, Immortal, Resistance, Reflex, Relentless (extra turns mean more cleanses and better Regeneration uptime).

Masteries and blessings

Go Support plus Defense: Blessed Heal, Invigorated and Heal 'N' Go for sustain and Regeneration uptime, with Bolstered Defense for survivability. The listed relics are Journal of Necrotos, Hallowed Hilt and Perched Shadow. No blessing is listed in the build — pick a defensive or support one to match your team.

Tomes

Book Clan Mentor first: the +10% and +15% removal chance levels take it to a guaranteed 100%, which is the core of his value. Then Tribe Summon for the −1 cooldown and +10% heal. Double Hammer (70% chances) comes last.

Verdict

A dependable Faction Wars support and a decent Regeneration engine for Hydra and Clan Boss, but he never carries a team. The site author's call is blunt: vault (fusion).

Build

Artifact sets
LifeResistanceReflexRelentlessImmortalDivine Life
Key masteries
Blessed HealInvigoratedHeal 'N' GoBolstered Defense
Relics
Journal of NecrotosHallowed HiltPerched Shadow

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills


Double Hammer

Attacks an enemy 2 times. Each hit has a 50% (70%) chance of decreasing the target's Turn Meter by 5% and a 50% (70%) chance of increasing this Champion's Turn Meter by 5%.
Damage based on [HP] = 0.14 × [HP] (2 times)
Lvl 2 Damage +10%
Lvl 3 Damage +10%
Lvl 4 Skill Chance +5%
Lvl 5 Skill Chance +10%
​

Tribal Call

Attacks all enemies. Heals all allies by 10% of this Champion's MAX HP. If an ally is under a Continuous Heal buff, instead heals them by 15%.
Damage based on [HP] = 0.27 × [HP] AoE
Cooldown: 4 turns
Lvl 2 Damage +5%
Lvl 3 Damage +5%
Lvl 4 Heal +10%
Lvl 5 Cooldown -1


Clan Mentor

Removes Block Buffs and Healing Reduction from allies, then places two 15% Continuous Heals on the entire team for 2 turns. Has a 75% (100%) chance to remove one random debuff from each ally.
15% Continuous Heal
Cooldown: 4
Lvl 2 Remove chance: +10%
Lvl 3 Remove chance: +15%
Lvl 4 Cooldown -1


Parent (Passive)

Each time a Continuous Heal buff heals an ally, fills their Turn Meter by 5%.
If there are multiple Champions on the team with this skill, only one will activate.

PVE Masteries = Opardin Clanfather: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars

General PVE


PVP Masteries = Opardin the Pathfinder: masteries for Arena (1v1, 3v3)

Tank Team



Where to get

Sacred Shardmain source
Ancient Shardvery rare chance
Events and fusionsstay tuned

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