OverviewNAME: Oathbound AbilitiesRSL_AoE_DecreaseAttack_50% Obtain fromAncient Shard Blessings RecommendationCruelty (Debuffer) |
Grinding★★★★✰ Campaign Dungeons★★★★✰ Minotaur Potion★★★★✰ Arcane Keep Doom Tower★★★★★ Floors |
Oathbound Skills
Shatter
Attacks 1 enemy. Has a 20% chance of placing a [Freeze] debuff for 1 turn.
Level: 2 Damage +10%
Level: 3 Buff/Debuff Chance +5%
Level: 4 Buff/Debuff Chance +10%
Level: 5 Buff/Debuff Chance +15%
Damage Multiplier: 1.5 ATK + 2.7 DEF
Subjugate (Cooldown: 3 turns)
Attacks all enemies. Has a 75% chance of placing a 50% [Decrease ATK] debuff on all enemies for 2 turns. Also has a 55% chance of decreasing each target’s Turn Meter by 20%.
Level: 2 Buff/Debuff Chance +5%
Level: 3 Buff/Debuff Chance +5%
Level: 4 Damage +10%
Level: 5 Buff/Debuff Chance +10%
Damage Multiplier: 4 DEF
Intimidate (Cooldown: 5 turns)
Attacks at random 4 times. Each attack has a 30% chance of placing a [Block Active Skills] debuff for 2 turns. The chance of the [Block Active Skills] debuff increases to 100% if the target is under a [Decrease ATK] debuff.
Level: 2 Buff/Debuff Chance +5%
Level: 3 Buff/Debuff Chance +5%
Level: 4 Buff/Debuff Chance +10%
Level: 5 Cooldown -1
Damage Multiplier: 1.65 DEF
Oathbound Build Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars | |
Recommended ArtifactsPvE: Bloodthirst, Impulse, Lifesteal, Reflex, Relentless |
Stats AllocationWeapon (ATK) |
Stats PriorityDEF Nuker: DEF%, C.RATE, C.DMG, SPD |
Oathbound Mastery Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars
Offense
|
Support
|
Oathbound Updates
Oathbound Videos
Raid Shadow Legends Oathbound Champion Guide by mAd Capper
@Teres
The Attack mastery tree can enhance the damage output of an attack, regardless of whether the champion is Attack, Defense or HP.
If one were to use the Attack tree for a defense based biker, for example, the first two tiers should go to enhance the CRIT RATE and CRIT DAMAGE stats, boosting the damage as described below.
If your question is why to utilize the Attack mastery tree for a Defense based champion which is not being used in a damage dealing role, while at the same time observing that fact, then no. If one chooses to use a champion for anything but dealing damage, then the Defense tree may be a better option for you. Remember, these are only suggestions and may not represent the pinnacle of performance for your champion. Team and gear choices greatly affect an individual champions value.
@Katie Tiney: Yes. Quite simple. One just needs to consider the base stats of their champion. For example, if one has an attack type champion, it usually is accompanied by high base attack stats. CRIT DMG enhances that base amount by
+(100% +[total of any enhancement via gear, accessories, masteries, etc.{ie, CRIT DMG=125% means that the champions’ total possible damage is equal to ATT*2.25, or ATT.}])
Now, let us consider CRIT RATE; This IS also very important for one’s nuker because if the hit does not LAND CRIT, then all of this would be for nothing. No additional damage.
Of course, if we look at survivability, it would matter even less since a dead Leggo is a useless Leggo, right?
However, if one can get enough speed to ensure that one’s champion goes first, with high enough damage output, the battle may be won with a few strategic moves. Alternatively, a champion can heal themselves greatly with a well timed attack while wearing a bloodthirst set, for example, or if the target has a bleed debuff on it.
Ok, maybe it’s NOT actually that simple.
(P.S., This is only meant to be a “rib tickle,” haha. I am not trying to make Katie look bad. I only got into so much detail for the sake of any STUPID NOOBS out there reading this… Sorry, sorry. Seriously, I’m just joking. We all start out as noobs and if I can help just one person to improve their game, then I would be satisfied. Props to anyone who took the time to read all of this.)
Happy Raiding!!!
Keep up the great work, Ayumi! I love this site, it is my most used reference source for ANYTHING. I have tabs open, one for each faction’s champions, at all times!
I see a lot of people debating whether to put a high crit rate on this champ, an probably others.
I’ll make it real simple.
The first rule in war is to destroy your enemy!
How will you destroy the enemy if you don’t do damage?
If you make your champs hit hard, there won’t be any enemy left to defend against!!!
Rather simple.
Oathbound was one of my 1st epics, and I love him. Super tank, hits crazy hard and has an underrated skil set. My question is what blessing do I give him? Cheers
Eine Empfehlung für den Segen fehlt.
Great for Fw, put him taunt and perception, with stat high Def, acc and hp, so great for cc, don’t expect damage from this guy
I read the 26 comments, and it was worth my time. I just drew this champion. Thanks to all.
@Xeyedmary: I did not see any recent nerfed on Oathbound based on the patch notes.
Did oathbound get nerfed in recent weeks?
Also @Bizarro some of the hardest hitting Champs in the game are defense based.
Crit is equally useful for HP, Def, and Attack Champs.
The formula I used earlier, but will use here again…
Total Attack x (1 + Crit Damage%) x Skill Multiplier With Books x Mastery Effects x Buffs, Passives, Affinity Multipliers
In that Formula there “Total Attack” is whatever stat the skill calls for. Skill that uses defense? Put your total defense into that formula where it says “total attack” and its the same for Attack and HP.
@serena
Hilarious that you have the audacity to say “I’m not being rude” after literally repeating yourself like they’re a child to the point you acknowledge it by saying “one more time ” which in common vernacular means “since you’re too dumb to understand this after hearing it once so I’ll say it again”
The kicker. You’re not even right. Crit modifies skill damage that is modified by stats. Ergo they’re tied together.
This is the formula for damage in raid.
Total Attack x (1 + Crit Damage%) x Skill Multiplier With Books x Mastery Effects x Buffs, Passives, Affinity Multipliers
I love watching your vids! I have looked at some other reviewers and they sit there and talk and talk and talk without giving information. You start right in and give the goods. I really like learning from you. A question I have is, if his damage is defense based, why do you go down offense tree? I know there is a reason and I would love to know why. I’m new to this game, just got yoga, who I think is not worth even playing with. Also, got oathbound and sepulcher. Oathbound was kicking butt without artifacts. So, I suited him up and am pleasantly surprised. Actually have a character that brings something to the table. I haven’t spent any money on the game, but find myself being tempted. I started with Gaelic. I got Kael afterwards and don’t see why he’s so good. He’s a noodle compared to Gaelic.
@Serena
I think Bizzaro understands what you mean.
What he’s asking is a reason to give Oathbound a crit chance if he is not (on Bizzaro’s opinion) a damage dealer (regardless of ATK or DEF), and none of the skills have any benefit from Crit (like, for example, Apothecary’s healing).
@Bizzaro
If you’re planning on use him strictly for his crowd controlling debuffs, then yeah, I guess there’s no reason to give him crit chance.
(most likely, crit chance is useful for the Retaliation set. Which I don’t find useful at all, considering it’s a single attack, and you need to fully book it to be of any real effect)
Personally, I wouldn’t bother with a Deflection set.
I gave him 2 ACC, 2 Resilience, and 2 Perception sets, and he gets balanced enough to debuff and do decent damage while still being though.
Note, I only use him on Faction Wars for his A2 and A3 as damage dealing, so in my case crit chance does makes sense (I don’t have any AoE Banner Lord attacker to clear waves -and he’s also Force-)
If you want him for Arena, you might want lots of SPD and ACC so he goes first and debuffs, without the need to use 4 slots for a small chance to reflect a debuff from a Deflection set.
I guess he’s got good Arena ratings, because he seems effective against Nuke teams, and they’re very popular.
It reduces greatly their damage and might change the tide by reducing their turn meter, he’s though enough to survive, and then block their skills for their second round, which absolutely kills the purpose of a fast-nuke team.
@bizzaro No. Critical hit is not tied to any stat. It just adds more damage to champion’s regular damage.
Of champion’s skill is based on attack than critical hit adds some more damage to that skill.
If a champion’s skil is based on defence or hp or anything else critical hit will increase the damage of that specific skill.
Again. Critical hit increases the regula champion’s damage regardless of what that skill uses to I Flickr damage.
One more time. It doesn’t matter what skills’ damage is based on, critical hit o creases the damage of that skill regardless.
I am not trying to be rude, just trying to find a way for you to understand what I am trying to say, that’s all 🤪
My experience of him is that he fitted the 4th slot (lost Galek or SBBowyer) in my Arena team and was exactly what I needed to boost from Bronze 2 or 3 to Silver 2. Level-ing and of course bit of kit changes helped too. I run him heavy defense as poss. but as Serena indicated went ACC max even though it meant having 6 different sets at first. The block cool-downs is amazing it wins games, the -50% damage debuff stacks with Shield set on Apoc and Valks Shield. And freeze happens enough to make a difference with at ACC 206. For me he defo 5*
Serena, thanks for the reply, but my comment on crit is independent of what his attack is based off of. atk, def, doesnt matter, bcz crit applies to whatever the “attack” is. so if his defense based attack is anemic, then adding 50% / 60, w/e, to nothing is still nothing. hence, the pig in the dress. that was my point. i know he is a defense based hero, says so right in his stats. and right at the top of this very page, plus the defense based skills clued me in. so why would you put crit on a defense hero with nothing to bring to the attack party? his role is not damage dealing.
so im asking for what i cant see. ayumi has been doing this a while and i assume, knows more than me. so there must be a reason, that i cant see for myself. or its a glaring oversight…
@Bizzaro Well, his attack is low because he is a Defence champion. Meaning his skills’ damage is based on his defence and I never heard of Crit Rate or Damage to have anything to do with attack specifically.
I mean, am I wrong to assume that Critical Hit is just a chance of having a 50% or more damage comparing to a regular hit? And if the skill is based on defence than…Attack has nothing to do with Crit Rate and Crit Damage of this specific champion. No? 😀
The value of this cahmpion is in his Decrease Turn Meter skill. Which has as high as 55% chance! That is awesome!! There are very few Epic Champs with this skill out there.
As far as your situation with the Freeze debuff.. How much Accuracy does he have? If less than his enemy’s Resistance than of course he won’t be able to freeze your target. As far as I understand 😀
Just checked, he does indeed place that Freeze. When you are fighting look if the blue ‘Debuff Blocked’ popps up, if yes, then he attempts to plce it but the target’s Resistance is just higher than his Accuracy, that’s all.
i forgot to add to my previous comments that he will still die, but it only leaves your other heroes open to debuffs for a turn or 2 at most before gorgo will res him…and likely whomever else is dead lol. i will also apologize for perhaps being …. unkind in my comments. so ill follow that comment up with a question.
im thinking of swapping out his 2xdef 1x spd with a deflection set. that leaves me 2 open slots. my question is why is crit rate and crit dmg his #2 and #3 preferred stat when nothing he does is related to crit? moreover, his attack is weak to be charitable, so crit is like putting a pig in a dress. its still a pig, only now uncomfortable for everyone.
if someone can tell me why crit is needed on this guy, then those 2 slots will go to a crit set. if not, i want to put a resilience set there, which would give him 30% hp, 30% def, and the 25% chance to deflect 1 debuff, all before i even figure in substats.
lastly, bcz i really cant stop picking this guy apart due to his inflated ratings, in 2 months of owning him ive never, not once seen his a1 land a freeze on anyone. not that i care about freeze, but if its listed, it should land every once in a while.
this guy sucks except as a target in spiders. he can absorb a lot of punishment, and if you pair him with gorgorab for the multires, he can carry you through without your damage dealers getting one poison debuff. for that alone he was worth it, but the arena rating is a joke, a bad one, and on me
Banner Lords overall are weak as a faction, so every not-teribble champion is good. But overall oathbound is a very situational hero, useful mostly as a filler in the faction crypt. Outside of that, IMHO, you’d be better off using other heroes. He’s good early game, but even when starting the mid-game – you should have better alternatives in the roster.
@gamekills1188
If you need a strong Force champ for the Arena or are working on Banner Lord Faction Wars, go for it.
What do you think, is he worth booking after the update?
@WileyMan: Thanks! I have updated Oathbound Speed from 88 to 95.
Base Speed is still listed as 88. It was buffed to 95 with Patch 1.14.
@androgamer: I have re-updated Oathbound rating for Fire Knight from 3 Star to 4 Star based on your input. Do take note that you need to compensate his lack of A1 number of hits to break down the boss shield.
i think he deserves a 4 in fire knight, aoe decrease attack and turn meter on force champs in FK 20 is great help, waves can be more difficult than bosses 🙂
@all: Oathbound skills have been updated based on Patch 1.14. His ratings and rank has been updated.
Needs updating. Move sets have changed.
A1: Shatter is based of ATK/DEF
A2: Subjugate:
OLD: Attacks 1 enemy 3 times. Has a 60% chance of placing a 50% [Decrease ATK] debuff for 2 turns. Each hit has a 30% chance of decreasing the Turn Meter by 30%. NEW: Subjugate [DEF] (Cooldown: 3 turns)
NEW: Attacks enemies. Has a 75% chance of placing a 50% [Decrease ATK] debuff on all enemies for 2 turns. Also has a 55% chance of decreasing each target’s Turn Meter by 20%.
A3: Intimidate
NEW: Attacks at random 4 times. Each attack has a 30% chance of placing a [Block Cooldown Skills] debuff for 2 turns.
OLD: Attacks at random 4 times. Each attack has a 30% chance of placing a [Block Cooldown Skills] debuff for 2 turns.
The chance of the [Block Cooldown Skills] debuff increase to 100% if the target is under a [decrease ATK] debuff.
i think you have to revisit it’s rating.. the aoe damage on a2 give him more power in campaign and all dungeons and potions losing something to the boss.. what do you think?
Is this rating current as to the latest game update (7 April 2020)?
Thanks for all your hard work
@Night you need to do the arena man. it’s how you upgrade your great hall, plus what ever tier you’re at gives you static buffs in all your other fights.
Is he even worth keeping? I don’t usually play PvP and it seems useless in dungeons
His stat priority should be ACC, considering all 3 abilities require ACC