
Stout Axeman — guide
Guide: Stout Axeman
In short
Stout Axeman is a Rare Dwarf with the HP role and Magic affinity. All he does is hand out Reflect Damage and occasionally Provoke at a 35% chance, so he only has a place in early Faction Wars. Build him purely for survivability: HP%, Speed and Accuracy for the Provoke.
Strengths
- His A2 puts Reflect Damage 15% on himself for 2 turns and, at an 85% chance, on a random ally — a little damage bounced back for the team.
- The passive heals him for 50% of damage taken while Reflect Damage is on him, so he patches himself up without a healer.
- While Reflect Damage is up, hits on him have a 25% chance to extend the attacker's debuffs by 1 turn.
- Provoke on two random enemies sometimes pulls focus away from squishy allies.
Weaknesses
- His A1 scales off ATK, and his ATK is 859 — practically nothing for an HP champion.
- Provoke is only 35%, lasts 1 turn and picks random targets, so you cannot control it.
- Beyond Reflect Damage he brings no healing, buffs or real control to the team.
- The ratings say it plainly: 1.0 in dungeons, Hydra, Chimera, Hard and Doom Tower, 1.5 in Clan Boss and Arena.
Where to use
The only area where he matters at all is Faction Wars (2.0), where he fills a Dwarf slot and occasionally saves a run with Reflect Damage. You can drag him into early Arena or easy dungeons if your roster is thin. Do not bring him to Clan Boss, Hydra, Chimera, Hard mode or Doom Tower — that is a 1.0.
Stats and gear
Priority: HP% → Speed → Accuracy → Resistance. Rough targets: 60–80k HP, 170–200 Speed, 150+ Accuracy so the Reflect Damage and Provoke land more often, Resistance with whatever is left. Ignore C.RATE and C.DMG — he deals no damage anyway. Sets: HP, Immortal, Speed; HP% gloves, HP% chest, Speed boots. For relics, Golden Elixir.
Masteries and blessings
Trees: Survival Speed and Unflinching — defensive, HP and Resistance oriented rather than damage. Take anything that keeps him alive and cycling turns faster so his A2 comes back sooner. Blessings on a Rare that is widely treated as food are not worth it; if one lands, take a defensive option.
Tomes
If you book him at all, book the A2 first: level 5 gives −1 cooldown, and along the way +15% to the buff and Provoke chances. But spending books on a Rare most players feed is a waste — save them for a Legendary.
Verdict
Food. Keep one copy for Faction Wars and feed the rest.
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 |
![]() Not One Step Forward | Attacks an enemy. Damage based on [ATK] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Damage +5% Lvl 5 – Damage +5% |
![]() Horde Suppression | Places a 15% Reflect Damage buff on themselves for 2 turns. Has an 85% chance of placing a 15% Reflect Damage buff on a random ally for 2 turns. Has a 35% chance of placing a Provoke debuff on two random enemies for 1 turn. | Lvl 2 – Buff/Debuff Chance 5% Lvl 3 – Buff/Debuff Chance 5% Lvl 4 – Buff/Debuff Chance 5% Lvl 5 – Cooldown -1 |
![]() Dangerous Turn | While this Champion is under a Reflect Damage buff, heals by 50% of the damage received. Also, when this Champion with a Reflect Damage buff is attacked, has a 25% chance to extend the attacker's debuffs by 1 turn. |
Where to get
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Question — answer
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