
Sanctum Protector — guide
Guide: Sanctum Protector
In short
Sanctum Protector is a Rare Spirit Defense champion from the Sacred Order: a DEF-scaling tank that stuns, provokes and hands the team a 30% Increase DEF buff. He only shows up in Faction Wars and low-tier Arena, and is close to useless in Clan Boss, Hydra and dungeons. The author flat-out calls him fodder — build him only for Faction Wars or early Arena.
Strengths
- A3: 70% chance to place a 1-turn Provoke, with a cooldown reduction at max level — he can hold one dangerous target.
- A2: hits all enemies, then grants the team a 30% Increase DEF buff for 2 turns, with -1 cooldown at level 6.
- All his damage scales off DEF, so one tanky build covers both damage and utility.
- A1 carries a 15% chance to Stun for 1 turn — occasionally wrecks an enemy rotation.
- Rare rarity means cheap books and very low investment.
Weaknesses
- Weak base kit: 97 SPD, 804 ATK and only 1,200 DEF — he never becomes a real wall.
- Provoke lasts a single turn and isn't 100% — unreliable control.
- No shields, heals, revive or Decrease ATK, so his support value is thin.
- Ratings sit at 1.0–1.5 for Clan Boss, Hydra, dungeons, Hard mode and Doom Tower.
Where to use
Best spots are Faction Wars (2.5) and Arena (2.5), where he can act as a budget provoke/Increase DEF body in low leagues. Chimera is 1.5. Everything else — Clan Boss, Hydra, dungeons, Hard, Doom Tower — is 1.0, so don't waste the slot.
Stats and gear
Priority: DEF% → SPD → ACC → HP%. Rough targets: 2,500–3,000+ DEF, 170–200 SPD, 150–200 ACC (without it the 70% provoke keeps missing) and 40k+ HP; add RES if you actually field him in Arena.
- Sets: Defense, Speed, Accuracy, Resist.
- Relic from the build list: Molten Deathbell.
Masteries and blessings
The site build lists In For The Kill — an Offense finisher mastery with an extra turn on kill, which is an odd pick for a tank. The sensible route is the Defense and Support trees for survivability plus the accuracy to land provokes; if you want damage, Warmaster in Offense is the usual choice. Blessings are not worth investing in on a fodder champion.
Tombs
Book A3 first: the max level gives -1 cooldown and +30% provoke chance, which is literally his only job. Then A2 for the -1 cooldown at level 6. Realistically though, he's fodder — save the books.
Verdict
Fodder. Keep him as a Faction Wars filler or early Arena body, nothing more.
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 |
![]() Protection from strangers | Attacks an enemy. Has a 15% chance of placing a Stun debuff for 1 turn. Damage based on [DEF] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Buff/Debuff chance +5% Lvl 5 – Buff/Debuff chance +5% |
![]() Holy Ground | Attacks all enemies, then places a 30% Increase DEF buff on all allies for 2 turns. Damage based on [DEF] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Damage +5% Lvl 5 – Damage +5% Lvl 6 – Cooldown -1 |
![]() Boast | Attacks an enemy. Has a 70% chance of placing a Taunt debuff for 1 turn. Damage based on [DEF] | Lvl 2 – Buff/Debuff Chance +10% Lvl 3 – Buff/Debuff Chance +10% Lvl 4 – Buff/Debuff Chance +10% Lvl 5 – Cooldown -1 |
Raid Shadow Legends' Guard of Saints is a Rare hero from the Telerian League of The Sacred Order faction. A mighty knight with a shield and halberd is able to protect your team from the enemy's onslaught. He freely stuns and provokes especially dangerous enemies. Guard of Saints was added to the game on 05.10.2020.
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Question — answer
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