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Rebel
Uncommon The Sacred Order Spirit Attack

Rebel — guide

Telerian League
VerdictFodder
2/5
Speed102HP13215Defense694Attack1178
Clan Boss1
Hydra0.5
Chimera0.5
Arena2
Dungeons2
Hard dungeons1
Doom Tower1
Faction Wars2.5
Preliminary rating based on the champion’s skills. Will be refined with testing.
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Rebel

In short

Rebel is an Uncommon Spirit champion of the Sacred Order with the Attack role. Two single-target shots and one genuinely useful debuff: 60% Decrease DEF from Piercing Shot on a 50% chance. The site author's verdict is blunt — "Fodder". He is worth levelling only for Sacred Order Faction Wars in the very first days of an account.

Strengths

  • 60% Decrease DEF for 2 turns from Piercing Shot — early on that lifts the whole team's damage.
  • Headshot always lands a critical hit on enemies below 30% HP — a decent finisher for leftover waves.
  • Uncommon rarity: easy to pull, easy to max skills with duplicates, cheap to throw away.
  • Sacred Order's early attacker pool is thin, so he fills a Faction Wars slot.

Weaknesses

  • 1178 base ATK at 6★ is almost nothing for a damage dealer, even in good gear.
  • 102 SPD and 694 DEF: slow and squishy at the same time.
  • No ACC in the base stat line, so the Decrease DEF needs accuracy from gear — competing with damage stats.
  • Single-target only: no AoE, no support, no sustain.

Where to use

Best and basically only home is Faction Wars (2.5 out of 5). Arena and dungeons (2.0 each) are realistic only in the first days before you have a real nuker. Chaos Demon (1.0) and Doom Tower / Hard mode (1.0) are a waste, and Hydra and Chimera (0.5) even more so — those fights want AoE, control and survivability.

Stats and gear

The author gives no build list, which fits a fodder champion. If you insist on using him: ACC first (roughly 150–200 so Decrease DEF lands), then SPD (170–200), then ATK, C.RATE and C.DMG. Sets by general rules: Accuracy or Perception for ACC, Speed for turn cycling, Savage or Cruel for damage. Do not put your good artifacts on him — you will strip them off later.

Masteries and blessings

If you level him for Faction Wars: Support tree for the accuracy node, the rest into Offense for crit. The author lists no blessings, and on this champion they never pay off — don't spend scrolls or blessing slots on him; save them for your first real nuker.

Tombs

Book Piercing Shot first: the last level gives −1 cooldown, and before it you pick up +10% debuff chance. Headshot's books only add damage — lowest priority. Still, given the "Fodder" verdict, tomes are wasted here; duplicates are cheaper.

Verdict

A fodder champion with one useful debuff. Keep him around for early Sacred Order Faction Wars and invest neither gear nor books.

Skills

Headshot

Attacks an enemy. If the target has less than 30% HP, deals a critical hit.
    Level 2 – Damage +5%.
    Level 3 – Damage +5%.
    Level 4 – Damage +5%.
    Level 5 – Damage +5%.

Piercing Shot

Attacks an enemy. Has a 50% chance of placing a 60% [Decrease DEF] debuff for 2 turns.
    Level 2 – Damage +5%.
    Level 3 – Buff/Debuff Chance +5%.
    Level 4 – Buff/Debuff Chance +5%.
    Level 5 – Cooldown -1.

Where to get

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

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