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Caster
Uncommon Skinwalkers Magic Support

Caster — guide

Gaellen Pact
VerdictFodder
1.5/5
Speed87HP13710Defense936Attack903
Clan Boss1
Hydra0.5
Chimera0.5
Arena0.5
Dungeons1
Hard dungeons0.5
Doom Tower0.5
Faction Wars2
Preliminary rating based on the champion’s skills. Will be refined with testing.
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Caster

In short

Caster is an Uncommon Support from the Skinwalkers with Magic affinity. His entire kit is one team-wide Increase DEF 60% for 2 turns, a single-target heal for 20% of the target's max HP, and a 15% chance at Decrease ACC 25% on his A1. He only earns a slot in Faction Wars; build priority is speed and survivability, but the site author's verdict is blunt — food.

Strengths

  • Increase DEF 60% for 2 turns lands on the whole team, not one ally — that is a genuinely usable buff in early content.
  • The heal scales off the target's max HP, so he does not need great stats for it to matter on a tanky ally.
  • His A2 has two cooldown reductions in its upgrade track (levels 4 and 7, −1 each), so tomes actually shorten his downtime.
  • Magic affinity lines up well into Spirit-heavy early Faction Wars stages.

Weaknesses

  • 87 base SPD is slow — the buff and heal often arrive after the enemy has already opened up.
  • 13,710 HP and 936 DEF at 6★: he dies fast and deals effectively no damage.
  • Decrease ACC 25% on a 15% chance is a lottery ticket, not control.
  • No cleanse, no revive, no debuffs on enemies — as a dedicated support he is half a champion.

Where to use

Faction Wars (2/5) is his only real home: he carries the first stages as a cheap DEF buff plus heal. Dungeons (1/5) — early stages only, until you gear a real support. Clan Boss (1/5) — only if you are desperate; at 87 SPD he lands nothing on time. Hydra, Chimera, Arena, Doom Tower and Hard mode (0.5/5 each) — do not spend a slot on him.

Stats and gear

The author posted no build, and that is fair. If you gear him anyway: SPD first (roughly 170–200 early on), then HP% and DEF%, then RES around 100–150 so his buff is not stripped. Do not chase ACC — he has 0 base ACC and the debuff is a 15% roll. Sets: Speed, Life or Defense, optionally Perception (SPD + ACC). Skip damage gear entirely.

Masteries and blessings

Main tree Support: cooldown reduction chance, buff duration extension and healing boosts. Secondary tree Defense for survival. Warmaster only if someone forces him into Clan Boss. Blessing: Iron Will for RES — realistically irrelevant on a fodder champion.

Tomes

Not worth tomes at all. If you have spares, put them only into the A2 up to level 4 for the first −1 cooldown, because the DEF buff and heal are the only reason to bring him; further to level 7 for the second −1. Never book the A1.

Verdict

Food. Keep one for early Faction Wars stages and feed the rest.

Skills

Thunder

Attacks an enemy. Has a 15% chance of placing a 25% Decrease ACC debuff for 1 turn.
    Level 2 – Damage +5%.
    Level 3 – Damage +5%.
    Level 4 – Buff/Debuff Chance +10%.
    Level 5 – Damage +10%.
    Level 6 – Buff/Debuff Chance +10%.

Spirit Wind

Places a 60% Increase DEF buff on allies for 2 turns. Heals an ally by 20% of their MAX HP.
    Level two – Heal +10%.
    Level three – Heal +10%.
    Level four – Cooldown -1.
    Level five – Heal +10%.
    Level six – Heal +10%.
    Level seven – Cooldown -1.

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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