Skull Lord Var-Gall | Raid Shadow Legends

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

Overview

NAME: Skull Lord Var-Gall
FACTION: Lizardmen
RARITY: Legendary
ROLE: Defense
AFFINITY: Force
RANK: B
USABILITY: Situational
TOMES: 12 (A2 A3)

Abilities

RSL_AoE_DecreaseAttack_50%
RSL_Random_Revive_Passive
RSL_Self_IncreaseTurnMeter
RSL_Self_Strengthen_25%
RSL_Target_BasicAttack_2Hits
RSL_Target_DecreaseMaxHp
RSL_Target_ExtraHit
RSL_Target_HealReduction_100%
RSL_Target_Passive_Ally
RSL_Target_Passive_Enemy
RSL_Target_Provoke

Obtain from

Ancient Shard
Sacred Shard
Primal Shard

Champion Fusion

Skull Lord Var-Gall

Blessings Recommendation

Brimstone (Debuffer)
Cruelty (Debuffer)

Grinding

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

Dungeons

★★★✰✰ Minotaur
★★★✰✰ Spider
★★★★★ Fire Knight
★★★✰✰ Dragon
★★★✰✰ Ice Golem
★★✰✰✰ Iron Twins
★✰✰✰✰ Sand Devil
★✰✰✰✰ Phantom Shogun

Potion

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

Doom Tower

★★★★✰ Floors
★★★★★ Magma Dragon
★✰✰✰✰ Nether Spider
★★★✰✰ Frost Spider
★★★✰✰ Scarab King
★✰✰✰✰ Celestial Griffin
★✰✰✰✰ Eternal Dragon
★✰✰✰✰ Dreadhorn
★✰✰✰✰ Dark Fae

Skull Lord Var-Gall Skills

Gleeful Ripping
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%
Damage Multiplier: 1.35 DEF

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 (Cooldown: 4 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
Damage Multiplier: 3.85 DEF

Horrific Foe (Passive)
When attacked, decreases the attacker’s MAX HP by 5%. Decreases the MAX HP of Bosses by 2.5% instead (except the Scarab King, whose MAX HP will be decreased by 0.5%). 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 turn)
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 Build Guide

Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars

Recommended Artifacts

PvE: Bloodthirst, Impulse, Lifesteal, Reflex, Relentless
PvP: Immunity, Protection, Stoneskin, Untouchable, Zeal
PvE & PvP: Accuracy, Critical Damage, Defiant, Deflection, Divine Speed, Fortitude, Immortal, Instinct, Killstroke, Lethal, Merciless, Perception, Regeneration, Resilience, Resistance, Righteous, Savage, Speed, Supersonic

Stats Allocation

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

Stats Priority

DEF Nuker & Debuffer: DEF%, C.RATE, C.DMG, SPD, ACC
Buffer & Debuffer: ACC, RES, SPD, HP%, DEF%

Skull Lord Var-Gall Masteries Guide

Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars

Raid Shadow Legends Rhazin Scarhide Skill Mastery Equip Guide

Offense

  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

Defense

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

Skull Lord Var-Gall Review

Skull Lord Var-Gall is a Legendary Defense Force affinity champion from the Lizardmen faction in Raid Shadow Legends. What sets Skull Lord Var-Gall apart is the unique fusion event that brought him into the game, where players had to collect 16 Skullsworn’s by farming the challenging campaign stage 2 known as “The Sewers of Arnoc”. However, obtaining these Skullsworn’s proved to be a daunting task as it heavily relied on RNG (random number generation), with some players completing it swiftly while others spent thousands of energy in their pursuit.

Despite his lack of significant damage output, Skull Lord Var-Gall’s base stats are nothing short of impressive, making him a formidable meat shield for any team. What truly sets him apart is his passive ability to revive fallen Skullsworn’s, making him a valuable asset in battles against formidable foes such as the Fire Knight, Kuldath the Magma Dragon, and Faction Wars.

Skull Lord Var-Gall has also found his place in Platinum Arena defense teams, known for his tenacity and resilience in the face of adversaries. To optimize his defensive capabilities, players aim for high defense, speed, and resistance stats, with his substantial HP making him a viable candidate for a shield set.

In a significant turn of events, Skull Lord Var-Gall received a powerful buff in January 2022, propelling him to new heights of glory. His passive ability now works on bosses, making him the go-to champion for dismantling the Scarab Boss’s shield. Experts recommend equipping him with a Regen set, paired with formidable tank stats, and strategically deactivating his skills, except for his A1, to fully unleash his potential.

As Skull Lord Var-Gall continues to make his mark in the world of Raid Shadow Legends, players are eager to harness his legendary powers and unleash him in battles against formidable foes. His unique fusion event and unmatched capabilities make him a force to be reckoned with, earning him a well-deserved reputation as one of the best champions in the game.

Skull Lord Var-Gall Champion Lore

Outside of the Sorrowlakes, Arnoc has the largest remaining enclave of Lizardmen, most living within the cavernous, labyrinthine sewers beneath the streets of the Free City. Within those pungent warrens, the Cult of the Skullsworn holds great sway over their kind. The most popular non-Lumayan sect among the Lizardmen, these cultists don the skulls of their ancestors, believing that the spirits of the lost grant them supernatural speed and ferocity. It is unclear if the Skullsworn truly benefit from magic or are merely fanatical, even to themselves. Regardless of the truth, in the bedlam of Arnoc’s sewers, every advantage makes a difference in the battle for survival.

While the Skullsworn have no defined hierarchy, the skull each wears is tied to an ancestral lineage. Some of these are ancient, and the older or more storied the skull, the more powerful the spirits within it are supposed to be. None of the Skullsworn have as storied or ancient a skull as the one Skull Lord Var-Gall, the leader of the cult, possesses.

Var-Gall does not live in Arnoc proper, but a few miles upriver on the shores of Lake Durham. He has lived there ever since he took up his title of Skull Lord, in the same cave as all his predecessors have for centuries. The skull too is centuries old, that of a Dragonkin suzerain, one who is said to have ruled over Arnoc back in the Gray Age, over a thousand years ago. This ancient ruler was once a mage-lord, and the words and runes of some of his spells have been etched onto the skull, granting strength and magical power to the one who bears it. This Dragonkin skull has been passed down since before the Cult of the Skullsworn itself was founded. The previous Skull Lord granted it to Var-Gall on her deathbed, for he had impressed her with years of devotion, knowledge of the cult’s history, and fighting skill.

There are oaths that bind the Skull Lord to the skull they wear and to the cult they lead and serve, but only Var-Gall knows them, and the only one who will learn them from him is whoever replaces him. Whatever these oaths are, they keep him out of the petty politics of Arnoc’s sewer gangs, and even limit his direct involvement with the Skullsworn. Supplicants from the Cult will come to him for advice, arbitration on disputes, or training, which Var-Gall provides without fail – again in line with his oaths. Otherwise, Var-Gall lives a quiet life of contemplation, often fishing, the intricacies of which he sees as a metaphor for living a good life.

When danger comes to the Skullsworn, however – when monsters creep up from the undersewers, or when Sacred Order crusaders descend into them purge them of ‘undesirables’ and ‘blasphemous creatures’ – the Skull Lord will come. He stalks the tunnels of Arnoc like they were his own, butchering any who attack his people. He can rip straight through plate armor or inches-thick carapace with his frenzied strikes, and the barbs on his skin will wither and poison any who are pierced by them, infecting their bodies with foul magic. That same dark power will draw his faithful Skullsworn back to him — even restore the wounded to health — lending the Skull Lord near-infinite reinforcements in every fight. Most foes flee before Var-Gall’s power before long… but few live to get that chance.

The Sacred Order is convinced that the Skullsworn are necromancers, worshiping bones like the cults of Narbuk once did. The magic of the Skull Lord’s Dragonkin crown is the strongest evidence they possess. Unfortunately for them, any justice they might mete out will have to wait — first, they have to capture him, and he has little interest in the Sacred Order’s hospitality.

Skull Lord Var-Gall Updates

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 MurderInc

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

Raid Shadow Legends Skull Lord Champion Guide by Deathwish
https://youtu.be/IbvPe4kXDOw

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51 thoughts on “Skull Lord Var-Gall | Raid Shadow Legends

  1. Grrgachu

    My first post, but a big fan of this site. This is one of my best guys, and I spend a decent amount of $ on this game. I steadily built him up and a couple of Skullys as his minions, one at 6 star, the others for fun. Using him in Arena with Sun (and Rathalos or Gaius) is a good mostly-unkillable team and good for grinding medals. I have him in bolster and Righteous. 84K HP, 3k ATK, 4K DEF, 156 SPD, 67% CRATE, 140% CDMG, 283 RES, 141 ACC, full masteries, full skills w Brimstone. I prolly could tweak more, but I like the stats as they are. Its just so satisfying seeing his Skullsworn buddy keep popping up, and it doesnt waste a turn for Var. I do turn off his Skill Claim (provoke+strenghten) when grinding as its basically a waste of a turn. My best tank fo sho. Oh and yes he kinda hits weak, but when he repeats his attack it adds up…just sayin…

  2. Kevin

    I’ve got 2 of them, was wondering if building the 2nd would be worth it (would the Horiffic Foe drop enemy max hp by an additional 50%)? Similar to how in doom tower when there are 2 of them and if you keep hitting them your chapmions hp could be at practically 0 when you get to the next wave.

  3. Rustyn R Rose

    A 3* for Scarab King? He’s a Scarab beast… He’s a 5* for Scarab easily, and while I still think he’s a B overall, I think he’s getting under loved in a few other areas as well.

  4. juvigy

    Tried him in Toxic, not working – only one poison even if A1 procs 10 times.

  5. juvigy

    Anyone tried him in toxic set on the CB? Paired with poison exploder and poison sensitivity? His A1 should rock in this setup, right?

  6. Clinior

    How can you give him just 2* on Spirit keep? I’ve made till the last level with him being on day 70 of the game and having him on lvl50. He is 5* there. And Also on Scrab King

  7. Conan the Cimmerian

    Yeah, Skull Lord’s ratings need an update. He is now 5* against Scarab King, since his Decrease Max HP was patched to work against bosses. Don’t let the damage reduction against this particular boss fool you – Skull Lord will break his shield very quickly.

    Also, Skull Lord should be 5* in Faction Wars, IMO. Just bring him along with a level 50 Skullsworn, and the Skullsworn becomes an almost perfect tank. Enemies will always target him, kill him, and then Skull Lord will bring him back to life every single turn. Works great even against the final boss. Only time it doesn’t work is against waves with Block Revive.

  8. David Maggard

    Scarab King * rating is off since the update, he can obliterate the shield very quickly

  9. Selonair

    Can Horrific Foe Passive be blocked somehow for Bommal DT Waves?

  10. I Want Valkyrie

    I put him on my CB UNM team and surprisingly he did well with other champ on my team. His A1 can hit 2-10 times at row, dealing plenty damage to Demon Lord (That doen’t include damage from masteries). His decrease attack on A2 are also effective against demon lord. So i think his rate on CB need to go up, at least 3 star maybe.

  11. ChgoRed

    This champion tends to get better and better as your other champions die. He can tank and his attack speeds go up as he kills and as your other champs die. He is useful in Arena – almost always the last champion standing and can do well in campaign and in some of the other dungeons. I found him quite useful with the clan boss and in the early stages of the Doom Tower. In sum, he is better than you might think he is.

  12. alphallama

    This guy in relentless (i know it sounds silly) but he does slap. Most of the time his a1 goes up to 6 times (thats 12 hits) then extra turn chance. All those hits, has him going again in no time. People might not like him much but respek the val grall. If they were to revamp him as suggested above and turn him into “kreela” almost I would love him even more. Sad part I don’t even bother running skullsworn with him most the time since he isuch a weak link and I have better lizzies. But all in all I don’t regret 6 ascend, he does his job and never seems to die except higher fwar stages. Slowly moving him into my tag defense team.

  13. Shura

    I see this guy in arena from time to time, he looks scary with the spikes and tentacles, and his attacks hits like a wet noodle

  14. SkywhaleExpress

    I say his weak damage should justify opening up his decrease max HP ability to affecting bosses. Perhaps not at 100% effectiveness, but, say 30-50%?

  15. Tom Chapman Barros-Wing

    Hmm. Just pulled this guy, and immediately I’m thinking, “Enh–why not build a Skullsworn all the way for this guy? When Doom Tower comes out, we’ll probably want a few great Rare attackers anyway.”

  16. Ayumilove Post author

    @YouDon’tNeedToKnow: You can obtain Skull Lord Var-Gall from Ancient Shards and Sacred Shards.

  17. YouDon'tNeedToKnow

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

  18. 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?

  19. 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!

  20. 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.

  21. 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

  22. 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.

  23. 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

  24. 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.

  25. Destroyer39

    42 Stars = B Rank

  26. 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

  27. 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.

  28. 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.

  29. 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 ?

  30. Shahram

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

  31. 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!

  32. 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 🙂

  33. Frog

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

  34. 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.

  35. 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.

  36. SeaFood

    he’s lowkey op.

  37. 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.

  38. 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.

  39. Yinston

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

  40. 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…

  41. 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

  42. 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!

  43. Koray

    Sorry 6k xp

  44. Koray

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

  45. 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.

  46. Koray

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

  47. okikus

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

  48. 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.

  49. 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.

  50. 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

  51. 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.”