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Ashwalker
Rare Knights Revenant Void Attack

Ashwalker — guide

The Corrupted
VerdictFodder
2/5
Speed103HP10905Defense804Attack1498
Clan Boss1
Hydra1
Chimera2
Arena2
Dungeons2
Hard dungeons1
Doom Tower1
Faction Wars2.5
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Ashwalker

In short

Ashwalker is a Rare Attack champion with a 12% Ally Speed aura in all battles and a very plain kit: a single-target Stun, an AoE Weaken and a nuke that only speeds up when it lands a kill. He is Faction Wars filler at best and rated 1–2 out of 5 everywhere else. Invest the bare minimum: no books, leftover gear, no blessings.

Strengths

  • 12% Ally Speed aura in all battles — free speed for your Faction Wars team even if he does nothing else.
  • A2 Stuns for 1 turn at up to 85% after books, and on a crit it drops every enemy's Turn Meter by 10%.
  • A3 hits all enemies and lands a 15% Weaken for 2 turns at up to 100% — his only real team value.
  • A1 resets the cooldown of A2 if it kills the target, so he can chain Stuns while clearing waves.

Weaknesses

  • Paper-thin: 804 DEF and 10,905 HP on a damage dealer means he folds to almost any AoE.
  • 1,498 base Attack and 103 base Speed — he neither hits hard nor moves first without heavy gearing.
  • No buffs and no boss utility; 15% Weaken does nothing for Clan Boss, Hydra, Chimera or Doom Tower bosses (1/5 across the board).
  • A single-target Stun on a 4-turn cooldown is not control — one target, one turn.

Where to use

Faction Wars (2.5/5) is the only place he earns a slot: Speed aura plus AoE Weaken for the team, and a Stun to slow down a wave. Arena and dungeons are a weak 2/5 — early wave clearing only, and he gets replaced fast. Chimera at 2/5 is technically his second-best area but still no reason to build him. Clan Boss, Hydra, Hard mode and Doom Tower are all 1/5, leave him on the bench.

Stats and gear

He is a damage dealer with two debuffs, so he needs nuker stats and Accuracy. Priority: 100% Critical Rate first, then Critical Damage and Attack, then enough Accuracy to land the Stun and Weaken, plus Speed so he actually takes a turn.

  • Rough targets: ATK 3,000+, C.RATE 100%, C.DMG 150%+, SPD 170–190, ACC 150–200.
  • Common sets: Offense and Accuracy as the core, Speed to fix that 103 base, Perception when you want Accuracy and Speed in one place.
  • Don't strip your good gear for him — leftovers from a proper nuker are plenty.

Masteries and blessings

The build lists In For The Kill and Gathering Momentum, both Offense-tree picks that squeeze extra damage out of a nuker. Take the standard Offense damage path (crit rate, crit damage, attack) with them, and a second tree for survivability or Accuracy. The relic list suggests Molten Deathbell and Tempus Sanguinis — nice-to-haves on a champion you won't keep. No blessing data is given; don't spend blessing resources here.

Tomes

Books only matter if you genuinely use him in Faction Wars. A3 first: it pushes Weaken from 75% to 100% and takes one turn off the cooldown at the last level, which helps the whole team. A2 second, for Stun consistency. For a 2/5 Rare the honest answer is to skip books entirely.

Verdict

Fodder with a Speed aura. Build him only as a Faction Wars body, gear him from leftovers and never feed him a book.

Build

Key masteries
In For The KillGathering Momentum
Relics
Molten DeathbellTempus Sanguinis

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

Skills


Huge Hammer
Attacks an enemy. If the enemy dies, resets the cooldown of the Total Annihilation skill.
Damage based on [ATK] = 3.2 × [ATK]
Lvl 2 Damage +5%
Lvl 3 Damage +5%
Lvl 4 Damage +5%
Lvl 5 Damage +10%
Lvl 6 Damage +10%

Total Rout
Attacks an enemy. Has a 65% (85%) chance of placing a Stun debuff for 1 turn. On a critical hit, decreases all enemies' Turn Meter by 10%.
Damage based on [ATK] = 5 × [ATK]
Cooldown Turns: 4
Lvl 2 Damage +5%
Lvl 3 Debuff Chance: +5%
Lvl 4 Damage +5%
Lvl 5 Debuff Chance: +5%
Lvl 6 Damage +10%
Lvl 7 Debuff Chance: +10%

Backbreaker
Attacks all enemies. Has a 75% (100%) chance of placing a 15% [Weaken] debuff for 2 turns.
Damage based on [ATK] = 3.5 × [ATK] AoE
Cooldown Turns: 4
Lvl 2 Damage +5%
Lvl 3 Debuff Chance: +5%
Lvl 4 Damage +5%
Lvl 5 Debuff Chance: +10%
Lvl 6 Debuff Chance: +10%
Lvl 7 Cooldown -1

Increases SPD in all battles by 12%.
Increases Ally Force SPD in all battles by 12%.

PVE Masteries = Ash Knight: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars

Dungeon Nuker


PVP Masteries = Ash Knight: masteries for Arena (1v1, 3v3)

Standard nuke



Where to get

Mystery Shardchance for these champions
Ancient Shardmain source
Void Shardonly Void affinity champions
Events and fusionsstay tuned

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