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Skull Lord Var-Gall
Legendary Lizardmen Force Defense

Skull Lord Var-Gall — guide

Gaellen Pact
VerdictLevel up
3.5/5
Speed107HP27420Defense1310Attack1112
Clan Boss2
Hydra4
Chimera3.5
Arena3.5
Dungeons2
Hard dungeons2
Doom Tower3
Faction Wars5
Weak legendaryHuge HP baseDon't tome it
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Skull Lord Var-Gall

In short

Skull Lord Var-Gall is a Legendary Defense champion of the Lizardmen with Force affinity. He shines in Faction Wars (5/5) and Hydra (4/5), holds his own in Arena, Chimera and Doom Tower, and is little more than a body in dungeons and against the Clan Boss. Build him for HP and DEF with Accuracy, and don't spend Tomes on him.

Strengths

  • A 27,420 HP base — perfect for HP% gear, shields and aura buffs.
  • His passive cuts the attacker's MAX HP by 5% per hit (up to -50% per enemy) and has a 50% chance to place True Fear on anyone who lost 20% or more — nasty against high-HP targets in Hydra and Arena.
  • A2 gives him a 25% self buff and a 75% chance to Provoke for 1 turn, pulling aggro off your damage dealers.
  • A3 hits all enemies and has a 75% chance to place 50% Decrease ATK for 2 turns, with a 3.9x DEF multiplier.
  • A1 lands two DEF-based hits that each fill 5% of his turn meter, with a 30% chance to repeat the attack and add 100% Heal Reduction for 2 turns; his second passive revives his Skullsworn every turn at 50% HP and 50% turn meter.

Weaknesses

  • Damage stays low even with DEF scaling — he is not a damage dealer.
  • The passive does nothing against bosses, so he loses his main trick in Clan Boss, dungeons and Hard mode.
  • 1,310 base DEF on a Defense champion is low; without DEF gear he folds fast.
  • Tomes are expensive for what they add — the author says keep them.

Where to use

Faction Wars first: he is a 5/5 there and carries one of the weakest factions. Hydra comes next (4/5) — True Fear, MAX HP shredding and 50% Decrease ATK genuinely slow the enemy down. Arena and Chimera sit at 3.5, Doom Tower at 3.0, including Borgoth and Archon Amius. Clan Boss, dungeons and Hard mode are 2/5 — leave him out of those.

Stats and gear

Priority: HP% and DEF% main stats, SPD 200+, ACC 200–250+ for Provoke and the debuffs. Ignore C.RATE and C.DMG; Resistance is a bonus.

  • Sets: Accuracy, Speed, Relentless, Perception, Untouchable, Bolster.
  • Relics: Molten Deathbell, Perched Shadow, Touch of Thralldom.

Masteries and blessings

The build leans on survivability plus utility, with In For The Kill, Expeditious Exploitation, Gathering Momentum, Parting Gift, Damage Mitigation and Piercing Strike. Damage Mitigation is the core pick for surviving focus fire.

Blessings: Cruelty as the default, Polymorph and Temporal Chains situationally for Arena and Hydra.

Tomes

The author's call is simple: don't book him. If you have Tomes burning a hole in your bag, do A2 first (chance +25% and cooldown -1), then A3 (debuff chance and cooldown -1). Leave A1 alone.

Verdict

Worth building, but as a narrow specialist for Faction Wars and Hydra — no Tomes, no big expectations.

Build

Artifact sets
AccuracySpeedRelentlessPerceptionUntouchableBolster
Key masteries
In For The KillExpeditious ExploitationGathering MomentumParting GiftDamage MitigationPiercing Strike
Blessings
CrueltyPolymorphTemporal chains
Relics
Molten DeathbellPerched ShadowTouch of Thralldom
Best in
BorgothArchon Amius

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills

Strip

Attacks the enemy twice. With each hit, fills her Turn Meter by 5%. Has a 30% chance to attack with this skill again. If the attack is repeated, places a Healing Reduction 100% debuff on the target for 2 turns.

Damage based on [DEF] = 1.4 × [DEF] (2 times)

Turns: 1
Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Damage +5%
Blood Tribute

Places a 25% Increase ATK buff on this Champion for 2 turns. Has a 75% chance of placing a Taunt debuff on the enemy for 1 turn.

Turns: 3
Lvl 2 – Chance +5% Lvl 3 – Chance +10% Lvl 4 – Chance +10% Lvl 5 – Cooldown -1
Trap

Attacks all enemies. Has a 75% chance of placing a 50% Decrease ATK debuff for 2 turns.

Decrease depends on [DEF] = 3.9 × [DEF] AoE

Turns: 5
Lvl 2 – Damage +10% Lvl 3 – Debuff chance +5% Lvl 4 – Debuff chance +10% Lvl 5 – Debuff chance +10% Lvl 6 – Cooldown -1
Nightmarish Foe (Passive)

When hit, decreases the MAX HP of the attacking enemy by 5%. The MAX HP of a single enemy cannot be decreased by more than 50%. The effect triggers once per attack. This skill does not work against Bosses.

Has a 50% chance to place True Fear on targets whose MAX HP has been reduced by 20% or more.

Turns: 1
Skull Order (Passive)

At the start of each turn, revives Ozerik with 50% HP and fills his Turn Meter by 50%.

[If there are multiple Apothecaries on the team, only one is revived.]

Turns: 1
Cooldown 1 turn

Warchief Raid Shadow Legends is a hero from the Gaellen Pact faction of the Lizardmen. His main role in the team is Defense. He applies Healing Reduction, Provoke, Decrease ATK, and True Fear to enemies. He can also buff himself. He is recommended to use Defense and HP artifacts.

Where to get

Sacred Shardmain source
Ancient Shardvery rare chance
Events and fusionsstay tuned

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