Skull Lord Var-Gall

Skull Lord Var-Gall

LegendaryForceDefenseC tier

Introduction

Skull Lord Var-Gall is a Legendary Force character in RAID: Shadow Legends. Skull Lord Var-Gall's role is Defense. Faction: Lizardmen.

On the combined RAID: Shadow Legends tier list Skull Lord Var-Gall is C tier, 699th of the 1029 characters ranked, from where 4 community tier lists put Skull Lord Var-Gall.

Other Force characters in RAID: Shadow Legends: Abbess, Achak the Wendarin, Acolyte, Admonitor, Alaric the Hooded, Alaz the Sunbearer and 273 more.

What Skull Lord Var-Gall does

A defender who shrinks attackers: every enemy attack on Var-Gall destroys 5% of the attacker's MAX HP, up to 50% (2.5% against most Bosses), with a 50% chance to True Fear anyone who has lost MAX HP. Abyssal Clutch spreads 50% Decrease ATK, Skull Claim gives the team 25% Strengthen and can Provoke a target, and the basic hits twice with a 30% chance to repeat, placing 100% Heal Reduction on each hit.

Each turn he revives a dead Lizardmen ally at 50% HP.

Background

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.

Stats

  • HP2nd27,420
  • ATK467th1,112
  • DEF147th1,310
  • SPD106th107
  • C. RATE15%
  • C. DMG50%
  • RES1st90
  • ACC1st70

At 6 stars, level 60 and fully ascended, before gear, Masteries and Blessings. Each bar is measured against the highest value in the RAID: Shadow Legends roster, and the place is out of every character with that stat.

6 stars, level 60

  • HPNo Ascension: 25,605Ascension 1: 25,770Ascension 2: 25,935Ascension 3: 26,265Ascension 4: 26,595Ascension 5: 26,925Ascension 6: 27,420
  • ATKNo Ascension: 1,068Ascension 1: 1,068Ascension 2: 1,068Ascension 3: 1,079Ascension 4: 1,090Ascension 5: 1,101Ascension 6: 1,112
  • DEFNo Ascension: 1,200Ascension 1: 1,211Ascension 2: 1,222Ascension 3: 1,244Ascension 4: 1,266Ascension 5: 1,288Ascension 6: 1,310
  • SPDNo Ascension: 107Ascension 1: 107Ascension 2: 107Ascension 3: 107Ascension 4: 107Ascension 5: 107Ascension 6: 107
  • C. RATENo Ascension: 15%Ascension 1: 15%Ascension 2: 15%Ascension 3: 15%Ascension 4: 15%Ascension 5: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 1: 50%Ascension 2: 50%Ascension 3: 50%Ascension 4: 50%Ascension 5: 50%Ascension 6: 50%
  • RESNo Ascension: 80Ascension 1: 80Ascension 2: 80Ascension 3: 80Ascension 4: 80Ascension 5: 80Ascension 6: 90
  • ACCNo Ascension: 50Ascension 1: 50Ascension 2: 50Ascension 3: 50Ascension 4: 50Ascension 5: 50Ascension 6: 70
  • HPNo Ascension: 25,605Ascension 6: 27,420
  • ATKNo Ascension: 1,068Ascension 6: 1,112
  • DEFNo Ascension: 1,200Ascension 6: 1,310
  • SPDNo Ascension: 107Ascension 6: 107
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 50%
  • RESNo Ascension: 80Ascension 6: 90
  • ACCNo Ascension: 50Ascension 6: 70

Base values before gear, Masteries, Blessings and Great Hall bonuses.

  • Gleeful Ripping

    A1

    Attacks 1 enemy 2 times. Each hit fills this Champion's Turn Meter by 5%. Has a 30% chance to repeat the attack. Each hit places a 100% Heal Reduction debuff on the target for 2 turns. This debuff cannot be resisted if there is at least 1 ally Champion from the Lizardmen Faction on your team.

    Damage
    1.35 x DEF
    Turn Meter fill
    0.05 x full Turn Meter
    1. Level 2 Damage +5%
    2. Level 3 Damage +5%
    3. Level 4 Damage +5%
    • Heal Reduction Any healing received by the Champion with Heal Reduction debuff is reduced by 50% or 100%.
  • Skull Claim

    A2

    Cooldown 3 turns, 2 fully booked

    Has a 75% chance of placing a Provoke debuff on a target enemy for 1 turn. This debuff cannot be resisted if there is at least 1 ally Champion from the Lizardmen Faction on your team. Places a 25% Strengthen buff on all allies for 2 turns.

    1. Level 2 Buff/Debuff Chance +5%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Buff/Debuff Chance +10%
    4. Level 5 Cooldown -1
    • Provoke Champions under a Provoke debuff can only attack the enemy that applied the Provoke debuff to them. A Champion attacking while under a Provoke debuff can only use their default skill.
    • Strengthen Reduces the value of the received damage by 15% or 25%.
  • Abyssal Clutch

    A3

    Cooldown 4 turns, 3 fully booked

    Attacks all enemies. Has a 75% chance of placing a 50% Decrease ATK debuff for 2 turns. This debuff cannot be resisted if there is at least 1 ally Champion from the Lizardmen Faction on your team.

    Damage
    3.85 x DEF
    1. Level 2 Damage +10%
    2. Level 3 Buff/Debuff Chance +5%
    3. Level 4 Buff/Debuff Chance +10%
    4. Level 5 Buff/Debuff Chance +10%
    5. Level 6 Cooldown -1
    • Decrease ATK Decreases the Champion's Battle ATK by 25% or 50%.
  • Horrific Foe [P]

    Passive

    Upgraded at Ascension 3

    When attacked, destroys the attacker's MAX HP by 5%. Destroys the MAX HP of Bosses by 2.5% instead (except the Scarab King, whose MAX HP will be destroyed by 5%). Cannot destroy a single enemy's MAX HP by more than 50%. Occurs once per attack. Has a 50% chance of placing a True Fear debuff on targets with any destroyed MAX HP.

    Before Ascension 3

    When attacked, destroys the attacker's MAX HP by 5%. Destroys the MAX HP of Bosses by 2.5% instead (except the Scarab King, whose MAX HP will be destroyed by 5%). Cannot destroy a single enemy's MAX HP by more than 50%. Occurs once per attack.

    • Fear There are two versions of this debuff: Fear and True Fear. When a Champion with Fear Debuff attempts to use a skill, there is a 50% chance that the skill will not activate, and the Champion will lose their turn. When a Champion with True Fear debuff attempts to use a skill, there is a 50% chance that the skill will not activate, and the Champion will lose their turn. The skill they attempted to use will go on cooldown.
  • Skull Brood [P]

    Passive

    Cooldown 3 turns

    At the start of this Champion's turn, revives a random ally from the Lizardmen Faction with 50% HP and 50% Turn Meter.

    Revive to
    0.5 x target MAX HP
    Turn Meter fill
    0.5 x full Turn Meter

How to get Skull Lord Var-Gall

Skull Lord Var-Gall can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Legendary champion.

Upgrade costs

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Ascension

  • Ascension 1Superior Force Potion ×1Greater Arcane Potion ×5
  • Ascension 2Superior Force Potion ×2Superior Arcane Potion ×2
  • Ascension 3Superior Force Potion ×3Superior Arcane Potion ×2
  • Ascension 4Superior Force Potion ×4Superior Arcane Potion ×3
  • Ascension 5Superior Force Potion ×5Superior Arcane Potion ×4
  • Ascension 6Superior Force Potion ×6Superior Arcane Potion ×4

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