NAME: Skull Lord Var-Gall
Soul Reap (Damage Dealer)
★★★✰✰ Arcane Keep
Skull Lord Var-Gall Skills
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
Overall Grading: Average
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
Overall Grading: Strong
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 Equipment Guide
|Arena, Doom Tower, Faction Wars||Campaign, Clan Boss, Dungeons|
2 Defense Set, 1 Speed Set
1 Lifesteal Set, 1 Accuracy Set
DEF%, C.RATE, C.DMG, SPD, ACC
DEF%, HP%, SPD, ACC
Skull Lord Var-Gall Mastery Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars
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 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 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
Tried him in Toxic, not working – only one poison even if A1 procs 10 times.
Anyone tried him in toxic set on the CB? Paired with poison exploder and poison sensitivity? His A1 should rock in this setup, right?
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
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.
Scarab King * rating is off since the update, he can obliterate the shield very quickly
Can Horrific Foe Passive be blocked somehow for Bommal DT Waves?
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.
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.
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.
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
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%?
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.”
@YouDon’tNeedToKnow: You can obtain Skull Lord Var-Gall from Ancient Shards and Sacred Shards.
can you get him from daily rewards, or only shards now?
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?
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!
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.
@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
@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.
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
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.
42 Stars = B Rank
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
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.
@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.
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 ?
I just got him OMG. That was WORK. I’ll post more on my twitch channel; greatness_shah
@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!
@Frog: Skull Lord has a good base stats, but he hits like a wet noodle even with high amount of damage gear 🙂
I noticed that he has a huge max HP, more that almost all champions, including HP based, together with big Def
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.
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.
he’s lowkey op.
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.
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.
Nevermind on my post. I thought he had all 2 star ratings. I’m losing my mind after fusing him
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…
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
@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!
Sorry 6k xp
@Ayumilove Is it worth spending a 16k xp for this champion?
@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.
Where is the lizderman drop advantage? Should we farm normally or hard?
See what Skull Lord is doing in the arena with Skullsworn …
I would give him 5 stars in arena.
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.
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.
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
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.”