
Sentinel — guide
Guide: Sentinel
In short
Sentinel is a Rare Force champion of the Barbarians with the HP role: a provoke tank with self-healing and area debuffs. The catch is that his Provoke only lands on a critical hit, and 86 base Speed is far too slow for that provoke to matter. Build priority is minimal — keep him in the vault for Fusion, level him only if you have nothing else to tank Faction Wars.
Strengths
- Hook (A1) has a 60% chance to place Provoke for 1 turn on a critical hit, so he does pull aggro.
- Swinging Spear is an AoE with a 50% chance of 25% Decrease ATK and a 50% chance of 100% Heal Reduction for 2 turns — both debuffs matter against bosses and in Hydra.
- His passive heals him for 10% at the start of his turn and can crit, so he survives without a healer.
- Aura: +30 Resistance to allies in Faction Wars — a free bonus for Barbarians.
Weaknesses
- Only 86 Speed at 6★ — he moves late, so Provoke and debuffs arrive after the enemy has already acted.
- 10 Accuracy and 50% debuff chances mean Swinging Spear lands almost nothing without Accuracy gear.
- Damage scales from ATK and DEF with 914 ATK and 859 DEF — he will never deal damage.
- Provoke lasts 1 turn and needs a crit — unreliable control, so he cannot truly face-tank.
Where to use
His best home is Hydra (3/5), where the AoE Decrease ATK and Heal Reduction do something and Provoke soaks a few hits for the team. Next is Faction Wars (2/5), mostly for the Resistance aura. Everything else is weak: Clan Boss, Arena, dungeons, Chimera and Doom Tower sit at 2/5, Hard mode at 1/5 — he simply loses to any real tank there.
Stats and gear
If you build him for Hydra and Faction Wars: Speed to roughly 170–200 first, then Accuracy 200+ (otherwise the debuffs never land), then HP% and DEF%. Push Crit Rate to 100% so A1 provokes reliably and the passive heal crits. From the recommended sets: Speed, Accuracy, and Life/Resilience for HP and DEF. Don't move your good speed-substat gear onto him.
Masteries and blessings
The listed build only includes In For The Kill from the Offense tree — fill the rest to taste: Support for Accuracy and Speed, Defense for HP and DEF. No blessing is listed for him, and spending blessing resources on Sentinel is not worth it. The relic Molten Deathbell can stay on him if you already have it.
Tombs
Tombs are wasted on him. If you must, book Swinging Spear first: its level 6 cuts 1 turn of cooldown and the debuff chances go up, which is the only real upgrade he gets. Book Hook last; the passive cannot be booked.
Verdict
Into the vault as Fusion fodder, exactly as the site author says. He is too slow and too RNG-dependent to hold a slot in any serious team.
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 |
![]() Hook | Attacks an enemy. Has a 60% chance of placing a Taunt debuff for 1 turn on a critical hit. Damage based on [ATK] [DEF] | Lvl 2 – Damage +5% Lvl 3 – Buff/Debuff Chance +10% Lvl 4 – Damage +10% Lvl 5 – Buff/Debuff Chance +15% |
![]() Spear Swing | Attacks all enemies. Has a 50% chance of placing a 25% Decrease ATK debuff for 2 turns. Each hit has a 50% chance of placing a 100% Healing Reduction debuff for 2 turns. Damage based on [ATK] | Lvl 2 – Buff/Debuff Chance +5% Lvl 3 – Buff/Debuff Chance +5% Lvl 4 – Damage +10% Lvl 5 – Buff/Debuff Chance +10% Lvl 6 – Cooldown -1 |
![]() Regeneration (Passive) | Heals by 10% at the start of this Champion's turn. This heal can be critical. | |
| Aura | Increases Ally RES in Faction Crypts by 30. |
Ordin Raid Shadow Legends is a champion from the Telerian League faction of the Barbarians. His main role in the team is HP. He provokes enemies to attack him, applies attack and healing reduction debuffs to opponents. In addition, he is able to heal himself. Artifacts for defense and HP are suitable for this champion.
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