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Salamander
Uncommon Lizardmen HP Magic

Salamander — guide

Gaellen Pact
VerdictFodder
1/5
Speed94HP16185Defense925Attack749
Clan Boss0.5
Hydra0.5
Chimera0.5
Arena0.5
Dungeons0.5
Hard dungeons0.5
Doom Tower0.5
Faction Wars1
Preliminary rating based on the champion’s skills. Will be refined with testing.
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Salamander

In short

Salamander is an Uncommon Lizardmen champion with Magic affinity and an HP-type stat line. All he does is hit once and heal for 10% of the damage dealt, plus occasionally land a 25% Decrease ATK with a double hit. The site's verdict is blunt — he is food, and the only reason to build him is filling a Faction Wars slot when you have nothing better.

Strengths

  • A1 Bloody Claws heals for 10% of damage dealt, giving him a bit of self-sustain without a healer.
  • A2 Ripped Wounds hits twice, so two chances at the debuff and two crit rolls.
  • 25% Decrease ATK for 2 turns is a genuinely useful debuff against bosses and waves — when it lands.
  • HP-type: 16,185 base HP makes him less fragile than most Uncommons.

Weaknesses

  • The debuff chance is only 15% — unreliable, and without Accuracy you will rarely see it at all.
  • Damage is negligible: 749 base ATK, modest multipliers, 15% C.RATE and 50% C.DMG out of the box.
  • No team buffs, no crowd control, no useful aura — just personal healing.
  • 94 SPD means he takes turns slowly.

Where to use

The ratings tell the whole story: Faction Wars 1.0, everything else 0.5. Clan Boss, Hydra, Chimera, Arena, dungeons, Hard mode, Doom Tower — he does not belong in any of them. In Faction Wars his job is to be a body in the slot that sometimes applies Decrease ATK on a wave and survives the first hit. Replace him the moment you can.

Stats and gear

No build was provided, and that makes sense — investing here is a waste. If you insist on using him in Faction Wars, the priority is HP% (roughly 35–45k HP), then SPD (150–170), then DEF%, and only after that Accuracy — around 100–120 ACC so Decrease ATK occasionally lands on waves. Do not build crit stats at all.

For sets, use whatever is spare: Life, Immortal, Speed or Perception, whichever you already have with good HP and SPD substats. Do not break a real build for him.

Masteries and blessings

If you must, go Defense for survivability and Support for HP bonuses; the Offense tree is pointless because the damage will not appear anyway. Blessings on an Uncommon are resources better spent on champions you actually play — even cheap survivability options are not worth it here. Leaving the slot empty is fine.

Tombs

The only meaningful upgrade is the sixth level of A2, which cuts its cooldown by 1. But Tomes are expensive and Salamander is food — give them to a champion you actually field. Saving the books matters more than one turn of cooldown.

Verdict

Food is food: weak skills, no damage, a 15% debuff. Keep him as a Lizardmen Faction Wars body and spend no gear, masteries or Tomes on him.

Skills

Bloody Claws

Attacks an enemy. Heals by 10% of the damage dealt.
    Level two – damage +5%.
    Level three – damage +5%.
    Level four – damage +5%.
    Level five – damage +5%.

Ragged Wounds

The hero attacks the enemy 2 times. Has a 15% chance of applying a 25% Decrease ATK debuff for 2 turns.
    Level two – Damage +5%.
    Level three – Damage +5%.
    Level four – Buff/Debuff chance +5%.
    Level five – Buff/Debuff chance +5%.
    Level six – Cooldown -1.

Where to get

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

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