OverviewNAME: Alaz the Sunbearer Abilities (1st form)RSL_AoE_BlockDamage Abilities (2nd form)RSL_Ally_BasicAreaAttack Abilities (Common)RSL_Self_ExtraTurn Obtain fromPrimal Shard Blessings RecommendationBrimstone (Debuffer) |
Grinding★★★★★ Campaign Dungeons★★★★★ Minotaur Potion★★★★✰ Arcane Keep Doom Tower★★★★★ Floors |
Alaz the Sunbearer Skills (1st form)
Photon Ax
Attacks 1 enemy 2 times. Places an extra hit if the target is under a [Shield] buff. Each hit will ignore [Shield] buffs.
Level 2: Damage +20%
Damage Multiplier: 2 DEF
Rolling Thunder (Cooldown: 4 turns)
Attacks all enemies. Before attacking, places a 60% [Increase DEF] buff on all allies for 2 turns. Places an extra hit on targets with less than 50% HP after the first hit. If the target’s HP is equal to or higher than 50% after the first hit, destroys the target’s MAX HP by 30% of the damage inflicted instead.
Level 2: Damage +20%
Level 3: Cooldown -1
Damage Multiplier: 4.2 DEF
Searing Glare (Cooldown: 4 turns)
Places a [Provoke] debuff on a target enemy for 2 turns. This debuff cannot be resisted if the target has less than 50% HP. Also places a [Counterattack] buff on all allies for 2 turns, and a [Block Damage] buff on all allies for 1 turn.
Level 2: Ignore RES +20%
Level 3: Cooldown -1
Cuirass of the Sun (Passive)
Increases this Champion’s DEF by 5% each time they counterattack (stacks up to 100%). Resets each Round.
Alaz the Sunbearer Skills (2nd form)
Boltquake
Attacks all enemies. Places an extra hit on enemies under [HP Burn] debuffs.
Level 2: Damage +20%
Damage Multiplier: 0.18 HP
Solar Flare (Cooldown: 3 turns)
Attacks all enemies. Places a [HP Burn] debuff for 2 turns. This debuff cannot be resisted by enemies under a [Stone Skin] buff. Then, instantly activates any [HP Burn] debuffs on enemies under a [Stone Skin] buff. Also places a [True Fear] debuff on all enemies for 1 turn.
Level 2: Damage +20%
Level 3: Ignore RES +20%
Damage Multiplier: 0.3 HP
Revitalizing Ray (Cooldown: 5 turns)
Fully restores all allies’ destroyed MAX HP, and heals all allies by 30% of this Champion’s MAX HP. Also places a 25% [Strengthen] buff and a 50% [Increase RES] buff on all allies for 2 turns.
Level 2: Cooldown -1
Heart of Heavens (Passive)
Increases this Champion’s HP by 6 for every 1 DEF they have when in their Alternate Form. Increases the chance of enemy skills not activating when under [Fear] or [True Fear] debuffs by 20%, while also under a [HP Burn] debuff.
Alaz the Sunbearer Common Skills
Metamorph (Cooldown: 4 turns)
Transforms this Champion into their Base/Alternate Form. Then grants an Extra Turn.
Alaz the Sunbearer Build Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars | |
Recommended ArtifactsPvE: Bloodthirst, Impulse, Lifesteal, Reflex, Relentless |
Stats AllocationWeapon (ATK) |
Stats PriorityDEF Nuker & Debuffer: DEF%, C.RATE, C.DMG, SPD, ACC |
Alaz the Sunbearer Masteries Guide
Arena, Doom Tower, Faction Wars (Nuker)
Offense
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Defense
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Campaign, Clan Boss, Dungeons (Buffer & Debuffer)
Offense
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Support
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Alaz the Sunbearer Champion Lore Synopsis
Alaz the Sunbearer is the central figure of the “Great Solar Crisis,” a myth shared by several Telerian cultures, each recounting a tale of the sun being disrupted and a hero arising to save the world. In Frostheim, the sun’s rays dimmed, threatening an eternal freeze, while the Deadlanders believed the sun escaped and had to be retrieved. The Krokhan people spoke of the sun falling toward Teleria, scorching the earth, while in Old Norr, the sun was imagined as a warlord raiding the land. Despite the differences, all the myths highlight a crisis that intertwines with the presence of Alaz, a fusion of a Jotunn and a Human, who became the savior.
These tales, though mythical, stem from a real catastrophe that occurred during the Gray Age. Siroth, an ancient force of Darkness, cast a spell that unleashed Skinwalkers and the Undead upon Teleria. The true cause of this curse was the freezing of the Waters of Life, which had once produced a radiant Light that counteracted the Darkness deep within the planet. Without this Light, Telerians sought to explain the destruction through myths of the sun, reinterpreting the events as a solar crisis linked to the source of life and warmth.
At the heart of the myths is Alaz, a hero whose identity shifts across cultures. In Frostheim, he is Saint Altaz of the Great Thaw; in Port Wraith, he is Alk-thaz; and in the Krokhan Desert, he is AI-Azaz, who carries the sun across the sky. Alaz’s true origin, however, lies in the fusion of the Lightbringer Alim and the noble Jotunn, Azah. Alim, determined to end the Scourge of Darkness, secretly carried a fragment of the sun’s Light to Teleria. He merged with Azah, forming Alaz, a being capable of wielding immense power to battle the encroaching Darkness.
Alaz’s journey was not straightforward. Unlike other Lightbringers, his mortal form could not contain the full strength of the Light, forcing him to shift between a glowing, radiant figure and a more subtle form. Despite his efforts, the inner sun he carried failed to reverse the Scourge of Darkness. Year after year, Alaz fought in vain until a new threat emerged—Siroth’s Second Great War. Only then did Alaz realize that his power, though unable to restore balance to Teleria, could be a weapon against the legions of Darkness.
In the end, Alaz became a lone warrior, fighting in secret during the war, his form glowing with fiery energy whenever he unleashed his full strength. Though his deeds were never recorded in history, the myths and folktales of Teleria still speak of a two-natured hero, forever linked to the sun and its Light, who fought to protect the world from the forces of Darkness.