OverviewNAME: Skullsworn AbilitiesRSL_Faction_SpeedAura Obtain fromMystery Shard Blessings RecommendationPhantom Touch (Damage Dealer) |
Grinding★★★✰✰ Campaign Dungeons★★★✰✰ Minotaur Potion★★★✰✰ Arcane Keep Doom Tower★✰✰✰✰ Floors |
Skullsworn Skills
Vicious Rip
Attacks 1 enemy 2 times. Has a 20% chance of placing an extra hit.
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +5%
Level 6: Damage +10%
Level 7: Buff/Debuff Chance +5%
Level 8: Buff/Debuff Chance +5%
Damage Multiplier: 1.2 ATK
Cry For Blood (Cooldown: 7 turns)
Places a 30% [Increase SPD] buff on this Champion for 2 turns. Also places a [Counterattack] buff on this Champion for 2 turns.
Level 2: Cooldown -1
Level 3: Cooldown -1
Level 4: Cooldown -1
Feral Hunter (Passive)
Fills this Champion’s Turn Meter by 15% on critical hits. Fills this Champion’s Turn Meter by 50% if this Champion kills an enemy.
Aura
Increases Ally SPD in Faction Crypts by 13%.
Skullsworn Build Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars | |
Recommended ArtifactsPvE: Bloodthirst, Impulse, Lifesteal, Reflex, Relentless |
Stats AllocationWeapon (ATK) |
Stats PriorityATK Nuker: ATK%, C.RATE, C.DMG, SPD |
Skullsworn Mastery
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars
Offense
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Defense
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Skullsworn Videos
Raid Shadow Legends Skullsworn Champion Guide by AliAlPlays
Some accuracy helps with the possible 3rd hit on his A1.
He would still need to have higher accuracy then his targets resistance in order for the chance roll to even matter.
Why is acc recommend stat? Don’t see any debuffs he brings that would require acc. Only thinking of building one now because I just pulled skull lord vsr-gall
Hiho, german name is Schädeleid not Schädelverpflichtet.
Btw, great work, Ayumilove. Thx for all the informations.
Should consider using a toxic set he attacks so many times it’s kind of ridiculous he can easily stack up 4 or more toxic procs before a boss gets a turn
How does the revive mechanic work with things like first hits, first turn, etc? For example, Ruthless Ambush works on the first hit – is that the first hit each time Skullsworn gets revived and takes his first turn?
@RadSpin The counterattack buff doesn’t stay up 100%. He also gets turn meter recovery by just doing a crit. 100% crit means he gets at least 30% filled by retaliation.
@CYS: I did the Skullsworn/Skull Lord combo in FW and put Frostbite/Savage on my Skullsworn. Works quite well–and I find that the Freeze effect from the Frostbite procs quite often. Because I have Broadmaw on that same team (if fact, I used 2 Broadmaws when I went for the 3 stars, but not generally), that means a fair amount of freezing going on in the waves. Might be a good idea to take Opportunist if you have an extra mastery slot (and take Whirlwind of Death instead of Life Drinker, because you’re not trying to keep Skullsworn alive anyway).
Why would you put retaliation on a Skullsworn? If he already had a retaliation buff, wouldn’t he just retaliate once? Why not put a more useful set of artifacts?
Also, I feel like this champion does so little damage. I have him at four stars currently and am wondering whether to sacrifice him or not to get my shaman to rank 5
Thanks you guys. Off to make my Blizzard (Bait-Lizard) with Frost set. I hope that will help the team to give them Frost bite!
Thanks :3, Yup Skullsworn bait. Thanks for the response. I’m going to make Bait-lizard! Huha!
@Erny J.R.C.: Are you referring to equipping Frost Set on Skullsworn or Skull Lord Var-Gall? Skullsworn will always be targeted by enemies instead of Skull Lord Var-Gall due to his low HP stats. Therefore, he could benefit from using Frost Set as a passive Tank Bait. If the enemies could I shot him, then it would not work out that great. Therefore, the equipment would need to stack a bunch of Defense and HP for him to survive long enough to take the heat from the battle.
Ayumi, Big fan. How about, try to have a Skull-lod base Skullsworn. I use Frost set, I need to hear your opinion about crazy ideas. Whaddya think mate? :3
One more thing on Skullsworn: His A1’s extra turns also proc on counterattacks, so even though you won’t hit as strong, you’ll still get the extra turn meter boosts. Can be quite useful if you put him in a Retaliation set.
Two things:
1) Skullsworn can hit extremely hard if his A1’s extra hits proc. A normal hit is 2 slashes, but he can also slash 4, 8, or 12 times. The 4-slashers aren’t even that rare with masteries and can tear down squishy nukers very quickly. Also consider that those extra hits land at 100% dmg and DO fill his turn meter 15% each (assuming your C. Rate is 100%). A 4-slash, if Skullsworn’s speed is around 200 almost guarantees an immediate extra turn. If you get that, you’ll have effectively hit at 6x his normal damage, minimum — before your enemy moves, which is HUGE. Granted, it’s largely based on RNG, but again 4-slashers happen probably 20% of the time, and you’ll be getting a ton of turns in anyways.
2) I’ve noticed in the Arena, that if you get Skullsworn’s speed up around 200 you’ll most likely start first. I use him in a team with Jareg, Ghostborn, and Galek, all also around 200 spd.
Skullsworn goes first with Cry for Blood, then gets Ally Protect from Jareg. Ghostborn applies an AOE Def-Down/Atk Up. Sometimes, Galek gets beat to the nuke by my opposition, but opposing nukers are usually squishy. Skullsworn shines, because that AoE nuke triggers counterattacks (his meter’s always a little full since he went first), which fills the meter and starts him lapping the opposition. I can usually remove an opponent’s lead nuker with Skullsworn off that CA and his following turn — all before their next champ gets a turn, which almost always tilts the battle my way. If the nuker’s still up after Skullsworn gets a go at him (rare) I can still follow up with my own nuker, Galek, who can mop up the whole team.
Just saying, consider him for your speed meta team until you get a Skull Crusher. He’s farmable and will get you at least to Silver Arena before better options come around. Also, it’s loads of fun watching him go 3-4 times before your opponents even hit you.
Immediately my previous comment turned out wrong, because if Skullsworn doesn’t live for at least two turns at a time, you’re not getting anything out of his counterattacks and self turn meter speedups. So he definitely needs to be durable enough to at least do that, and not just make two big attacks and die every turn. Unless you just want to use him as a circus clown.
I rebuilt him for speed, crit, and a good balance of attack and defense and now he’s serving the Skull Lord much better.
Skullsworn finally gets his due now that he’s our new Skull Lord Var-Gall is here to revive Skullsworn on every turn (and with a passive, and with half health and turn meter)! You can now build Skullsworn with all offense stats and mostly ignore def and hp as long as he at least gets started. It no longer matters if he dies. It could be a problem if you bring a healer who would keep wasting heals on him, so don’t do that. You can even bring more than one of them, but I don’t think it’s worth more than one since only one can be revived per turn, and then they would have to be built more durably again. But try it and see.
If you use Skullsworn in this way, specifically to be teamed up with Var-Gall, then there’s no need for Defense masteries at all, unless you go into that tree just for counterattacks. I know, he doesn’t really benefit from Support either but you could at least go for Evil Eye and that would accomplish a fair amount of turn meter smashing, since Skullsworn does so many A1s (even with Evil Eye only working on the first A1 per turn… Skullsworn tends to get lots of turns).
Lots of fun new things to try now that this has landed.
Why does he need accuracy?
@STOP LYING
Yes, the A1 is worded poorly. It says extra hit, but it should say “chance to REPEAT the skill”. Therefore, it can hit 2, 4, 6, 8. 10. 12. 16. 18. 20….. an infinite number of times but obviously each successive proc becomes more rare.
https://youtu.be/BXb_ZCFSyks?t=155
he can actually hit 6 times in 1 A1, but its very rare.
most of the time its a 2 hit so I would still use Warmaster.
NONONONONONONONONONO
what?! 6 time hit. yeah right. It’s a 2 or 3 hit skill.
It’s still better to run warmaster.
@MDD: I have updated mastery guide to utilize Giant Slayer instead of Warmaster to take advantage of the extra attacks from A1 when it procs.
@Reederboard: Thanks for your input! I have updated Skullsworn mastery guide and equipment guide. The equipment guide includes Lifesteal Set.
Yeah you have skull way underrated life steal crit set atm 100% crit he passive give 50% action per kill and 15% per crit. His first skill hit 2,4, or even 6 times meaning you can get 30,60, or 90% action bar from a single attack without even getting a kill. His hp and def are low, but he has great attack stats making up for it if you can protect him. He is only a rare but he is a great starter champ since he can be farmed early. Also attack mastery last skill is wrong should be giant slayer? Procs off of hits not once per skill. Once you get that he can do massive damage to boss’s
With a 2 (or 3) hit A1 why Warmaster over GS?