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Vandal
Uncommon Orcs Magic HP

Vandal — guide

Gaellen Pact
VerdictFodder
1.5/5
Speed94HP18990Defense771Attack716
Clan Boss1
Hydra0.5
Chimera0.5
Arena0.5
Dungeons1.5
Hard dungeons0.5
Doom Tower1
Faction Wars2
Food Preliminary rating based on the champion’s skills. Will be refined with testing.
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Vandal

In short

Vandal is an Uncommon Orc HP-type with Magic affinity who tries to earn his slot through control: a single-target Stun on his A1 and an AoE 25% Decrease ATK plus Provoke on his A2. The proc chances are tiny, his base ACC is zero and his 94 SPD is slow, so he only shows up at the very start of the account and in Orc Faction Wars. The site author's verdict is blunt: food.

Strengths

  • His second skill hits every enemy and drops two debuffs at once — 25% Decrease ATK and Provoke for 1 turn.
  • An AoE Provoke is rare on an Uncommon and can buy a couple of turns in easy dungeon waves.
  • HP-type with 18,990 HP at 6★ — early on he is genuinely chunky and survives the first hit.
  • Magic affinity is handy in Orc Faction Wars against blue waves.
  • Both skills are control, not damage, so he never competes for ATK stats.

Weaknesses

  • The odds are miserable: 20% for the Stun and 25% for the A2 debuffs; even fully booked that stays under 40%.
  • No base ACC and only 94 SPD — against fast enemies the debuffs simply never land in time.
  • No damage: 716 ATK, a common-tier multiplier, so he is useless as a damage dealer.
  • A1 is a plain single hit and the A2 cooldown is long.
  • The ratings say it plainly: 0.5 in Hydra, Chimera and Arena, 1.0 in Clan Boss and Doom Tower.

Where to use

His best spot is Orc Faction Wars (2.0), where he can fill a leftover slot as a Provoke/debuff body if you have nobody better. Dungeons (1.5) only during the first days of the account. Clan Boss (1.0) and Doom Tower (1.0) are not his content: CB wants damage and real debuffs like Poison or Decrease DEF, and he brings neither. Hydra, Chimera and Arena sit at 0.5 — he does not play there at all.

Stats and gear

Priority: SPD → ACC → HP%/DEF%. Rough targets for a throwaway build: SPD 170–200, ACC 150–200 (without accuracy his 25% chances never land), HP 40,000+, DEF 2,000+. Skip C.RATE and C.DMG, there is no damage to scale.

There is no recommended build list from the author — the champion does not deserve a dedicated set. If you need him right now: Speed and Accuracy sets, with Immortal or Life for extra survivability.

Masteries and blessings

Support tree (accuracy and speed masteries) plus Defense (HP, RES). Offense masteries are pointless on zero damage. Blessings on an Uncommon are wasted resources; if you insist, take a defensive one rather than a damage one.

Tombs

Do not spend tomes on him — he is food. If you absolutely must: A2 (“Frenzy”) first, because the sixth level gives -1 cooldown and the last one adds +10% debuff chance; A1 only for the +10% Stun chance.

Verdict

A run-of-the-mill Uncommon tank with two unreliable debuffs — 1.5 out of 5. Keep him for Orc Faction Wars or feed him away.

Skills

Head Strike

Attacks an enemy. Has a 20% chance to place Stun for 1 turn.
    Level two – damage +5%.
    Level three – buff/debuff chance +5%.
    Level four – damage +5%.
    Level five – buff/debuff chance +5%.

Frenzy

Attacks all enemies. Has a 25% chance of placing a 25% Decrease ATK debuff and a Taunt for 1 turn.
    Level two – damage +5%.
    Level three – buff/debuff chance +5%.
    Level four – damage +5%.
    Level five – buff/debuff chance +10%.
    Level six – cooldown -1.
    Level seven – damage +10%.

Where to get

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

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