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Guard
Uncommon High Elves Spirit Attack

Guard — guide

Telerian League
VerdictFodder
1/5
Speed92HP13215Defense716Attack1156
Clan Boss0.5
Hydra0.5
Chimera0.5
Arena0.5
Dungeons1
Hard dungeons0.5
Doom Tower0.5
Faction Wars1.5
Preliminary rating based on the champion’s skills. Will be refined with testing.
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Guard

In short

Guard is an Uncommon Spirit Attack champion of the High Elves — and, bluntly, food. Nothing in her kit justifies a roster slot once you own real damage dealers. Level her only if you have literally nothing else to fill early Dungeons or Faction Wars.

Strengths

  • Her second skill cuts the target's Turn Meter by 50% — occasionally useful against slow bosses and in low-tier Arena.
  • The default attack has a 25% chance to place 25% Decrease ATK for 1 turn.
  • Uncommon rarity: cheap to level and ascend, so she can plug an empty slot.
  • Spirit affinity is neutral in most content, so she rarely eats an affinity penalty.

Weaknesses

  • Single-target damage only: no AoE, no buffs for the team.
  • 25% Decrease ATK for 1 turn barely dents boss damage.
  • Weak base stats — 1156 ATK, 716 DEF, 92 SPD — almost everything outspeeds her.
  • Ratings top out at 1.5 in Faction Wars; Clan Boss and Hydra sit at 0.5.

Where to use

Her only real home is Faction Wars, as a filler in an empty High Elves slot until the roster fills out. In Dungeons (1.0) she can help clear the very first stages before you have a damage dealer. In Clan Boss, Hydra, Chimera, Doom Tower and Arena she sits at 0.5 — don't bring her: the damage is tiny and there are no meaningful debuffs. The site verdict is blunt: food.

Stats and gear

Priority: SPD → ATK → C.RATE / C.DMG. Rough targets: SPD 150–170, ATK 1500+, C.RATE 50%+, C.DMG 100%+. Accuracy (100–150) only if you actually want the Decrease ATK to land, which is not worth gearing for on food.

  • Speed set — cheap and universally useful.
  • Offense set — if you genuinely use her for damage.
  • Perception set — SPD plus ACC if you chase the debuff.
  • Don't hand her good artifacts or glyphs; they're wasted.

Masteries and blessings

Don't farm masteries for Guard. If she is your Faction Wars filler, a basic Offense line (ATK, C.RATE, C.DMG) plus a couple of Support points for speed and accuracy is plenty. There is no key mastery that changes her — no AoE, no relevant debuffs.

Blessings: skip her entirely and save the resource for Epics and Legendaries.

Tomes

Don't spend Tomes. If you must, the only upgrade that does anything is the -1 cooldown on the second skill (level 6), so the Turn Meter cut comes up more often. The damage levels are negligible.

Verdict

Guard is textbook food: keep her for early Faction Wars, then feed her or use her for ascension. No serious investment.

Skills

Puncture

Attacks an enemy. Has a 25% chance of placing a 25% [Decrease ATK] debuff for 1 turn.
    Level two – Damage +5%.
    Level three – Damage +5%.
    Level four – Damage +5%.
    Level five – Damage +5%.

Piercing Strike

Attacks an enemy, decreasing their Turn Meter by 50%.
    Level 2 – Damage +5%.
    Level 3 – Damage +5%.
    Level 4 – Damage +5%.
    Level 5 – Damage +10%.
    Level 6 – Cooldown -1.

Where to get

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

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