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Yeoman
Common The Sacred Order Magic Attack

Yeoman — guide

Telerian League
VerdictFodder
1.5/5
Speed97HP9090Defense694Attack903
Clan Boss0.5
Hydra1
Chimera0.5
Arena0.5
Dungeons1
Hard dungeons1
Doom Tower0.5
Faction Wars0.5
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Yeoman

In short

Yeoman is a Common Magic Attack champion from the Sacred Order with a single skill: a three-hit attack where each hit has a 10% chance to decrease the target's Turn Meter by 30%. Nothing in his kit carries him into real content — 903 ATK and 97 SPD at 6★ is filler tier. Build priority: don't build him, use him as food.

Strengths

  • Three hits per cast — chips the Fire Knight's shield and stacks multi-hit counters.
  • 30% Turn Meter reduction per hit: roughly a 27% chance of landing at least one cut per cast.
  • Magic affinity gives him an edge against Spirit champions early on.
  • Common rarity: duplicates come fast and skill-ups cost nothing.

Weaknesses

  • One skill only: no AoE, no debuffs, no team utility.
  • Bottom-tier base stats: 9,090 HP, 903 ATK, 694 DEF.
  • 10% per hit is a lottery, not control; bosses barely notice it.
  • Not worth tomes, masteries or good gear — zero return.

Where to use

Ratings: 1.5/5 overall. His best areas — Hydra 1.0, Dungeons 1.0 and Hard mode 1.0 — are really the least bad: he can occasionally shave Turn Meter and finish off stragglers. Clan Boss 0.5, Arena 0.5, Doom Tower 0.5, Faction Wars 0.5 and Chimera 0.5, he brings nothing: Clan Boss wants damage or debuffs, Arena wants speed and control, Faction Wars wants a real support. Actual use: hold an empty slot through early campaign, then become food.

Stats and gear

SPD is the only stat that does anything for him — more casts means more Turn Meter rolls. Early targets: SPD 170–200, ATK% gloves and chest, C.RATE toward 100% (15% base), the rest into HP%/DEF% so he survives one AoE. Don't chase ACC — he places no debuffs.

Sets: Speed + Attack, the cheapest thing you can put together. Lifesteal is fine for early campaign sustain, but expensive sets on this champion are wasted resources.

Masteries and blessings

If the slot is truly empty, go Offense: damage and crit nodes plus Giant Slayer, which fits his three-hit A1 against bosses. Skip Support entirely. Don't spend blessings — he won't live to the content that needs them.

Tomes

Don't. Level the skill with duplicates at most, and only as an afterthought: the upgrades add just +5–10% damage and +5–10% chance, which changes nothing.

Verdict

Fodder. There's no reason to keep him past day one — any real support or damage dealer does more in that slot.

Skills

Salvo

The Hero attacks the enemy 3 times. Each hit has a 10% chance to reduce the Turn Meter by 30%.
    Level 2 – Damage +5%.
    Level 3 – Buff/Debuff Chance +5%.
    Level 4 – Damage +5%.
    Level 5 – Buff/Debuff Chance +10%.

Where to get

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

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Question — answer

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