Skull Lord Var-Gall | LZ-LDF | Raid Shadow Legends Skill Mastery Equip Guide

Raid Shadow Skull Lord Var-Gall Skill Mastery Equip Guide

Raid Shadow Skull Lord Var-Gall Skill Mastery Equip Guide

Champion Fusion

Skull Lord Var-Gall


FACTION: Lizardmen
RARITY: Legendary
ROLE: Defense
USABILITY: Situational
TOMES: 12 (A2 A3)
OBTAIN: Champion Fusion

Total Stats (6★)

Health Points (HP): 27,420
Attack (ATK): 1,112
Defense (DEF): 1,310
Speed (SPD): 107
Critical Rate (C.RATE): 15%
Critical Damage (C.DMG): 50%
Debuff Resistance (RESIST): 90
Debuff Accuracy (ACC): 70


★★★✰✰ Campaign
★★★✰✰ Arena Defense
★★★✰✰ Arena Offense
★✰✰✰✰ Clan Boss
★★★★✰ Faction Wars


★★★✰✰ Minotaur’s Labyrinth
★★★✰✰ Spider’s Den
★★★★★ Fire Knight’s Castle
★★★✰✰ Dragon’s Lair
★★★✰✰ Ice Golem’s Peak


★★★✰✰ Void Keep
★★★✰✰ Force Keep
★★✰✰✰ Spirit Keep
★★★✰✰ Magic Keep

Skull Lord Var-Gall Skills

Gleeful Ripping [DEF]
Attacks 1 enemy 2 times. Each hit fills this Champion’s Turn Meter by 5%. Has a 30% chance to repeat this skill. Places a 100% [Heal Reduction] debuff on the target for 2 turns if this skill is repeated.
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%

Skull Claim (Cooldown: 3 turns)
Places a 25% [Strengthen] buff on this Champion for 2 turns. Has a 75% chance of placing a [Provoke] debuff on a target for 1 turn.
Level 2: Buff/Debuff Chance +5%
Level 3: Buff/Debuff Chance +10%
Level 4: Buff/Debuff Chance +10%
Level 5: Cooldown -1

Abyssal Clutch [DEF] (Cooldown: 5 turns)
Attacks all enemies. Has a 75% chance of placing a 50% [Decrease ATK] debuff for 2 turns.
Level 2: Damage +10%
Level 3: Buff/Debuff Chance +5%
Level 4: Buff/Debuff Chance +10%
Level 5: Buff/Debuff Chance +10%
Level 6: Cooldown -1

Horrific Foe [Passive]
When attacked, decreases the attacker’s MAX HP by 5%. Cannot decrease a single enemy’s MAX HP by more than 50%. Occurs once per enemy attack. Does not work against bosses. Has a 50% chance of placing a [True Fear] debuff on targets whose MAX HP has been decreased by 20% or more.

Skull Brood [Passive] (Cooldown: 1 turns)
Revives Skullsworn with 50% HP and 50% Turn Meter at the start of each turn. If there are multiple Skullsworns on the team, only one of them will be revived.

Skull Lord Var-Gall Equipment Guide

Arena, Campaign, Faction Wars Clan Boss, Dungeons

Equipment Set

2 Defense Set, 1 Speed Set

Equipment Set

1 Lifesteal Set, 1 Accuracy Set

Equipment Stat Priority

Weapon (ATK)
Helmet (HP)
Shield (DEF)
Gauntlets (C.RATE)
Chestplate (DEF%)
Boots (SPD)
Ring (DEF)
Amulet (C.DMG)
Banner (ACC)

Equipment Stat Priority

Weapon (ATK)
Helmet (HP)
Shield (DEF)
Gauntlets (DEF% / HP%)
Chestplate (DEF% / HP% / ACC)
Boots (SPD)
Ring (DEF / HP)
Amulet (DEF / HP)
Banner (ACC)

Skull Lord Var-Gall Mastery Guide

Arena, Campaign, Clan Boss, Dungeons, Faction Wars

Raid Shadow Legends Rhazin Scarhide Skill Mastery Equip Guide


  1. Deadly Precision
  2. Keen Strike
  3. Shield Breaker
  4. Whirlwind of Death
  5. Single Out
  6. Bring it Down
  7. Cycle of Violence
  8. Kill Streak
  9. Blood Shield
  10. Giant Slayer


  1. Defiant
  2. Improved Parry
  3. Bloodthirst
  4. Delay Death
  5. Retribution


  1. N/A

Skull Lord Var-Gall Videos

RAID: Shadow Legends | Skull Lord Var-Gall Champion Guide by StewGaming

RAID: Shadow Legends | Skull Lord Var-Gall Champion Guide by Chofly

RAID: Shadow Legends | Skull Lord Var-Gall Champion Guide by Hell Hades

RAID: Shadow Legends | Skull Lord Var-Gall Champion Guide by MurderInc Raid

RAID: Shadow Legends | Skull Lord Var-Gall Champion Guide by Cold Brew Gaming

RAID: Shadow Legends | Skull Lord Var-Gall Champion Guide by AliAlPlays

RAID: Shadow Legends | Skull Lord and Skullsworm in Faction Wars by StewGaming

Skull Lord Var-Gall Storyline

Aeons ago, before the rise of Humans and Elves, Lizardmen – or Dragonkin, as they were known at the time – were an empire unto themselves. Their domain stretched far and wide, and none could challenge them… But all that now lies in the past. Today, the tribes of Lizardmen are but a shadow of their former selves. Most have reverted to barbarism, many embraced their bestial nature. But there is still a vestige of greatness, a memory of that mighty empire remains. Amid the lakes that were once sacred to their ancestors, a tribe known as the Skullsworn yet dwells. The name comes from their custom of fashioning the skulls of their dead and the enemies they slay into helms to be worn by warriors – a sign of respect and a chance for the departed to fight in the name of the Great Dragon once more. Alas, their glory had waned with the ages, and the tribe lost ground to rivals and foreign invaders. Finally, the scions of the Dark One threatened the very heart of the Skullsworn domain. It was then the tribe performed a ritual of bloody sacrifice to awaken their ancient defender, one whose tread would shake the earth and before whom all foes would scatter. It was a desperate plea for help, their last hope – and their Progenitor answered. Skull Lord Var-Gall, once a mighty warrior in service of the Dragonkin Priesthood awakened, called forth by the blood of his descendants. His heart filled with rage when he realized how low the once-feared tribe had fallen and how vile invaders now sought to defile the very waters of the lakes under his protection. With a blood-chilling below he surged forth, calling upon the primordial magic that resided in his blood to raise his fallen kin from the dead. With the newly-resurrected warriors bolstering their ranks and the revered Var-Gall leading them, the Skullsworn fell upon Siroth’s demons, driving them back with tooth and claw. More of them perished, laid low by unholy blades in that battle, only to be risen once more by the magic of their ancestors and help turn the tide in favour of the Lizardmen. At the height of the battle, Var-Gall smashed his way through the Demonspawn vanguard and deep into the heart of their army. Many demons lay slain in his wake, but the Skull Lord’s fury would not be sated until the land itself drowned in the tainted blood of the interlopers. He cleaved and slashed through ranks upon ranks of spawn until their leader, a mighty Demon Baron stood before him. This was an equal battle, for the leader of Siroth’s minions was every bit as massive and brutal as the Skull Lord himself. He charged Var-Gall, effortlessly sweeping aside all the Skullsworn warriors who dared stand before him, and crashed into their Champion with enough force to utterly destroy a lesser mortal fighter. But Var-Gall would not be defeated so easily. Ignoring injury and pain, the Skull Lord rose to his feet once more and bellowed his challenge for all to hear. And so the two leaders clashed once more amidst the carnage of battle, each ripping into the other with claw and blade, not giving a single step of ground. The Demon Baron was a mighty foe in his own right, but Var-Gall had the strength of Ancestors empowering his every strike. This was no duel of skill and wit, both combatants fought like beasts, and Var-Gall proved to be the more vicious of the two. When he rose again, covered in terrible wounds but victorious, and raised the Demon Baron’s head for all to see, the outcome of the battle was decided. Shattered by the loss of their leader, the Demonspawn withdrew in disarray. The Skullsworn pursued them without mercy and claimed many trophies that day. Var-Gall himself had the skull of the Demon Baron fashioned into a new ceremonial helm that marked his tribe’s victory in the sight of the Great Dragon. But rather than return to his ageless slumber, the Skull Lord had chosen to remain and tread Teleria once more. He would not let his warriors fade into obscurity again, and all those who dared invade the ancestral lands of the Lizardmen would know his wrath.

Skull Lord Skill Revamp Suggestion

Raid Shadow Rhazin Scarhide Skill Mastery Equip Guide

Gleeful Ripping [DEF]
Attacks 1 enemy 2 times. Has a 10% chance to activate Abyssal Clutch skill. The chance increases by 5% for each Lizardmen in team.
Level 2: Damage +5%
Level 3: Damage +10%
Level 4: Damage +15%

Skull Claim (Cooldown: 4 turns)
Places [Provoke] debuff on all enemies for 1 turn. Places a 60% [Increase Defense] and 25% [Strengthen] buff on this Champion for 2 turns.
Level 2: Cooldown -1

Abyssal Clutch [DEF] (Cooldown: 5 turns)
Teams up with all allies champions to attack a single enemy. The allies joining the attack use their default skills. If ally champion is Lizardmen, they deal extra 30% damage.
Level 2: Cooldown -1

Horrific Foe [Passive]
When being attacked or attacking an enemy, has a 50% chance of placing [True Fear] debuff on the target for 1 turn.

Skull Brood [Passive] (Cooldown: 1 turns)
Revives a random dead Lizardmen Champion with 50% HP at the start of each turn.

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35 thoughts on “Skull Lord Var-Gall | LZ-LDF | Raid Shadow Legends Skill Mastery Equip Guide

  1. YouDon\'tNeedToKnow

    can you get him from daily rewards, or only shards now?

  2. Clint Garbutt

    I have only recently obtained this char and has anyone else noticed the -25% strengthen on the info screen while your fighting for this Char?

  3. Ryan Davies

    Hey guys, this character should get 5 stars for spider keep. He is the anti affinty tank for sp20 meaning if there is no other red afinity he gets targeted. He has insane resist, insane hp and deffence.

    With a well built team auto sp20 is so easy! This guy is a beats!

  4. Keith Almaro

    I would say he should be ranked 5* for Spirit Keep, as his A1 mechanics let him keep 100% Heal Reduction rate no matter he’s Force affinity. N.B. Mine has 160 ACC.

  5. SB

    @4catsarmy: is that with defensive or offensive armour? Wasn’t sure which one cos obvious he is attacking but thought he might need some extra survivability to actually proc the freeze/counterattack

  6. 4catsarmy

    @SB I have my skullsworn in freeze gear. Acts as constant CC since AI will always be targeting the low HP champion.

    While many youtubers are slating Skull Lord for the low damage, and I agree to a certain extent because the current game meta is on high speed nukers for arena, but I use Skull Lord a lot in CB and arenas. With Giantslayer, his A1 may proc granting him 4 hits dealing over 140k on nightmare CB. Also being force affinity, he has advantage over many arena teams meta which are magic based.

  7. SB

    He’s actually reasonably effective as a pure tank, still a weaker Lego but still… I have him in regeneration gear and he gets 10k back every turn meaning he survives forever and just chips away with his passive and casts true fear alot. I’m trying to rank up two skullsworn in counterattack defensive gear to see what effect they might have. It’s definitely always gonna be a long battle with this guy

  8. Obeliske

    I have a buddy in high silver pounding out pvp with him due to the rez portion. He has 3 dudes this guy and a lizardman. The enemy always go for the low health lizardman and he rezzes it every turn. It’s pretty funny to watch. I wonder how high he could take that.

  9. Destroyer39

    42 Stars = B Rank

  10. Barry

    I pulled this one as my only legendary and quit dailying the game he is so bad lol. Just racking up logins for the 6 month legendary lol

  11. thetractless

    The revamp suggestion here seems quite nice. However, I would also suggest a few further changes (while toning down the ones already listed earlier quite a bit to prevent him from being too overpowered when in combination with the following suggestions)

    1) Change him from a Defense champion to a HP champion who deals damage based on [HP][ATK] instead of [DEF], then cut down his [DEF] to something between 800-950. I think this will fit to some bits from his lore and the way the champion looks much better (a big swole brute who won’t mind being grievously wounded in order to rip its opponent’s head off), and should correspond rather well to my next suggestion, which is:

    2) Add permanent [Reflect 30% Damage] and [CA] buff (or just the Reflect buff if it seems too much) to his Horrific Foe [Passive]; similar to Baerdal’s permanent [CA] buff, but CANNOT be removed nor blocked. Just look at how thorny and angry the guy is: just going anywhere close to him should dent a few holes in you :))

    3) Change his affinity to Spirit since we haven’t got any Spirit legendary for Lizardmen yet.

  12. Ayumilove Post author

    @majinkirai: Waiting for Plarium to buff up Skull Lord Var-Gall. In his current state, he is very weak and lack of utility in most dungeons.

  13. majinkirai

    Abyssal Clutch [DEF] (Cooldown: 5 turns)
    Teams up with all allies champions to attack a single enemy. The allies joining the attack use their default skills. If ally champion is Lizardmen, they deal extra 30% damage.
    Level 2: Cooldown -1

    Did this change ?

  14. Shahram

    I just got him OMG. That was WORK. I’ll post more on my twitch channel; greatness_shah

  15. Ayumilove Post author

    @bes: I have re-updated the champion guide URL to be consistent with the rest of the pages in this site. Thanks for pointing it out!

  16. Ayumilove Post author

    @Frog: Skull Lord has a good base stats, but he hits like a wet noodle even with high amount of damage gear :)

  17. Frog

    I noticed that he has a huge max HP, more that almost all champions, including HP based, together with big Def

  18. karbinkopy

    I was working hard to fuse this guy. Have 2 drakes and the other 8 skullsworn all up to level 40 and was just waiting to get more force ascension potions when I pulled him in the 2x event. All I can say is I hope he gets reworked like Ma’shalled because he is crap. I’m glad I didn’t waste the resources to complete the fuse. I am mad at the amount of resources I did use to obtain the skullsworn and level them (8k energy). I should have come here first. Lesson learned. I’m also disappointed that I didn’t get a better lengendary from my sacred shard pull, but a legendary is a legendary, I guess.

  19. bes

    Did you change the URL style recently? I’ve made a google sheets document for my champions and my generated URL to this page isn’t working while every other champion URL still does.

  20. SeaFood

    he’s lowkey op.

  21. Jordan

    This is the first champion I fused, just started the game. I heard rumors about it and began at the early point. Spent all of my Energy and time to level up champions for food, and to farm potions. I’m happy to have a Legendary finally, but kinda upset he isn’t that amazing. I hope he gets a rework. Not disappointed in the time spent to Fuse, but it probably could have been better spent.

  22. Perico

    Got all my Drakes with five stars. Now I’m waiting for the event to pull it and save the points.
    It seems to be trash, but it could be reworked anytime, so it’s not a bad idea to get it. Can help me in Faction Wars. I don’t have good lizardmen suitable for it.

  23. Yinston

    Nevermind on my post. I thought he had all 2 star ratings. I’m losing my mind after fusing him

  24. Yinston

    Ratings seem absurdly low. Comparing him to other legendaries they are spot on. Comparing him to other champions and they are junk. Much like him, but hes still better than many of the 3 star rated champs.
    At the moment I regret fusing him. But they could rework him down the line soooo…

  25. Slandaro

    This guy needs a revamp in the worst possible way.. Love your suggestions btw their along the exact lines i was thinking. In his current form he’s only useful in faction crypt(works quite well there) and somewhat useful for fire knight(with the caveat that theres other characters that do the same job much better). I spent around 7-8k total to get him and 60/fully ascend him and he’s probably the worst legendary in the list. Frankly most epic defensives are far better than this “legendary”.

    Just my two cents

  26. Ayumilove Post author

    @Koray: If you have reach the end-game (e.g. Nightmare Clan Boss), and you’re there just for Champion collection, then you feel free to spend on him. Otherwise, channel those XP to other champions that can help you progress in-game (e.g. Dungeons, Clan Boss, Arena, Campaign Farmer) and help you achieve the Arbiter champion from the Progress Mission!

  27. Koray

    Sorry 6k xp

  28. Koray

    @Ayumilove Is it worth spending a 16k xp for this champion?

  29. Ayumilove Post author

    @Koray: Farm Skullsworn on Brutal Campaign for higher success rate of dropping. The drop rate of Skullsworn is approximately 2%. I spent approximately 6K energy to get all 16 Skullsworns for the Skull Lord Var-Gall fusion.

  30. Koray

    Where is the lizderman drop advantage? Should we farm normally or hard?

  31. okikus

    See what Skull Lord is doing in the arena with Skullsworn …
    I would give him 5 stars in arena.

  32. fnōrd

    Oh. Sorry, I didn’t see until after my previous comment that what you’re showing for his skills is from a Skill Revamp Suggestion that you created (?). Having not noticed the image containing that suggestion, the text description of the skills simply appeared incorrect. Sorry for making a confused comment below, but it was sort of confusing content.

  33. fnōrd

    All three ability descriptions do not match the actual skills in the game! I just fused him and I guarantee these all read very incorrectly as of the time of my comment. These read as if maybe you had access to a pre-release testing version of Var-Gall? They look like possible abilities for him but they definitely don’t match with his final ability versions in-game.

  34. Bigben

    Well this is wrong it doesn’t revive a random. Lizardman it only revives skullsworn so you need a pants team of skullsworns for it to be any use

  35. J money

    Skull brood passive is too strong. “Revives a random dead lizardmen champion of rare class or below at 50% Hp at the start of each turn.”