Warchief

Warchief

LegendaryForceDefenseB tier

Introduction

Warchief is a Legendary Force character in RAID: Shadow Legends. Warchief's role is Defense. Faction: Skinwalkers.

On the combined RAID: Shadow Legends tier list Warchief is B tier, 437th of the 1029 characters ranked, from where 4 community tier lists put Warchief.

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

What Warchief does

A Provoke tank. Marauder steals every buff from one enemy and Provokes it for 3 turns, has a 50% chance to Provoke the rest of the enemy team for a turn, and shields the whole team based on Warchief's DEF. Brutal Force hits three times with a 25% Provoke chance per hit and heals Warchief and the weakest ally on every hit.

Warchief gains 10% DEF for each Provoked enemy and 5% for each one that isn't, and the aura adds 60 ACC in every battle.

Background

The War of the Elves dragged on and evolved for centuries, and when Queen Eva came to power, she swore to end it. To do that she knew she would need to stop the trickle of High Elven bodies feathered with Dark Elven arrows, so long as her people lost their loved ones to the war, there would never be peace in the hearts of High Elves.

Even so, someone needed to fight, and if it could not be High Elves then it would have to be others: the 'auxiliaries', Aravia's non-Elven soldiers, mostly clans of Ogryn and Skinwalkers. They had come to Aravia during the Red Crusade as refugees, and Aravia had welcomed them, so long as they served, and so long as they kept to their place.

Queen Eva envisioned a great wall to defend all of Aravia, and, to keep Dark Elven blades away from High Elven throats, that wall would be defended by the auxiliaries. In exchange for fighting and dying to protect their distant lords, the auxiliaries were offered that which they always wanted: autonomy. With no High Elves present bar a few administrators, there would be few officers to oversee the clans. If the auxiliaries stepped above their station, few would know.

The auxiliary clans, made up of individuals from multiple races quickly shifted from their remote villages directly to the wall's construction sites. They helped build the strongholds that would guard Aravia, but these castles and gates were not fortifications alone, each became a town, housing entire populations. The officers who led each stronghold were not just commanders of armies, but leaders of their people. They were Warchiefs.

At first, each Warchief tended only to their own garrisons, but after the wall, now called Felwin's Wall, named after its architect, was finished, the Dark Elven attacks continued unabated. To handle the pressure, the Warchiefs united their efforts and formed the Warchief Council, centered on the greatest stronghold on Felwin's Wall: Felwin's Gate.

Felwin's Gate was the fortress closest to Durham Forest, so it was the easiest target for Dark Elven raiding parties. Over the years, the Gate became the largest and most populous of the settlements along the wall, it was the only way to hold it. The Warchief of Felwin's Gate hosted the Warchief Council, and was trusted to defend this most-important of fortifications. It was a heavy burden to bear, and never was that burden heavier than during King Tayba's War.

The Warchief of Felwin's Gate at the time was a Skinwalker named Auronan. He had risen to prominence after years of offering sage counsel and careful strategy, caution that was valued all the more highly after strange rumors drifted from Aravia's capital. The Queen had grown erratic, her once-peaceful policies turning warlike, and her nobles were sharpening their blades. There was word of dark rituals, evil magic, and even a corrupted chapter of Sacred Order knights moving through the kingdom. The Warchief Council discussed these tidings with grim resolution and, at Auronan's urging, they prepared themselves for enemies that might come from either side of their wall. It was then that King Tayba's War began.

The first act of the war came when Kaerok struck out at its neighbor, the Free City of Arnoc, an ally of both Kaerok and Aravia. Queen Eva's answer was immediate: she called the armies of Aravia to war, and marched on Kaerok with all speed. The auxiliaries were left to hold the homeland. It was a perfect opportunity to investigate the spreading darkness in the capital, but that would take time, and time proved to be something Warchief Auronan did not have.

Within a week of the war's beginning, hordes of refugees began arriving at Felwin's Gate, begging for passage into Aravia. They had supposedly been promised land and shelter by Queen Eva's armies, and even allowed passage through Durham Forest by the Dark Elves. Were the Dark Elves working alongside Aravia? Warchief Auronan suspected a ploy. He shut the gate on the refugees, until he understood the part these people were meant to play, he dared not let them through.

That said, Auronan was not heartless. he sent his people to give out food and medicine, but they were killed, the refugees called them Gaellens, claimed they were sent to kill them, and demanded once more to be allowed to pass. But Auronan's heart had hardened with the deaths of his clanspeople, and he ordered the gates remain shut.

Auronan was not afraid of a siege. Felwin's Gate could hold out forever, if it had to. Unfortunately for him and his people, however, the refugees would soon receive support that was far more dangerous than anything his garrison could manage…

Stats

  • HP304th18,990
  • ATK803rd848
  • DEF47th1,465
  • SPD281st102
  • C. RATE15%
  • C. DMG50%
  • RES17th50
  • ACC193rd10

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: 18,000Ascension 1: 18,165Ascension 2: 18,330Ascension 3: 18,495Ascension 4: 18,660Ascension 5: 18,825Ascension 6: 18,990
  • ATKNo Ascension: 782Ascension 1: 793Ascension 2: 804Ascension 3: 815Ascension 4: 826Ascension 5: 837Ascension 6: 848
  • DEFNo Ascension: 1,321Ascension 1: 1,332Ascension 2: 1,343Ascension 3: 1,365Ascension 4: 1,387Ascension 5: 1,421Ascension 6: 1,465
  • SPDNo Ascension: 102Ascension 1: 102Ascension 2: 102Ascension 3: 102Ascension 4: 102Ascension 5: 102Ascension 6: 102
  • 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: 30Ascension 1: 30Ascension 2: 30Ascension 3: 30Ascension 4: 30Ascension 5: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 10
  • HPNo Ascension: 18,000Ascension 6: 18,990
  • ATKNo Ascension: 782Ascension 6: 848
  • DEFNo Ascension: 1,321Ascension 6: 1,465
  • SPDNo Ascension: 102Ascension 6: 102
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 50%
  • RESNo Ascension: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 6: 10

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

  • Brutal Force

    A1

    Attacks 1 enemy 3 times. Each hit has a 25% chance of placing a Provoke debuff for 1 turn. Each hit also heals this Champion and the ally with the lowest HP by 3% of this Champion's MAX HP.

    Damage
    1 x DEF
    Heal
    0.03 x MAX HP
    Heal
    0.03 x MAX HP
    1. Level 2 Damage +15%
    2. Level 3 Damage +15%
    3. Level 4 Heal +10%
    4. Level 5 Heal +10%
    5. Level 6 Buff/Debuff Chance +10%
    • 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.
  • Marauder

    A2

    Cooldown 4 turns, 3 fully booked, Upgraded at Ascension 3

    Attacks 1 enemy. Steals all buffs from the target, and places a Provoke debuff on them for 3 turns. Also has a 50% chance of placing a Provoke debuff on all other enemies for 1 turn. Then places a Shield buff on all allies for 2 turns. The value of the Shield is proportional to this Champion's DEF.

    Damage
    4.3 x DEF
    1. Level 2 Damage +10%
    2. Level 3 Damage +10%
    3. Level 4 Damage +20%
    4. Level 5 Buff/Debuff Chance +10%
    5. Level 6 Buff/Debuff Chance +15%
    6. Level 7 Cooldown -1
    Before Ascension 3

    Cooldown 4 turns

    Attacks 1 enemy. Places a Provoke debuff for 2 turns. Has a 75% chance of stealing 2 random buffs from the target. Damage inflicted is proportional to DEF.

    Damage
    4.3 x DEF
    1. Level 2 Damage +10%
    2. Level 3 Damage +10%
    3. Level 4 Damage +20%
    4. Level 5 Buff/Debuff Chance +10%
    5. Level 6 Buff/Debuff Chance +15%
    6. Level 7 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.
    • Shield The Champion's HP bar is reinforced with a Shield for the indicated number of turns. Damage is calculated as normal but is first applied to the Shield (unless the attack is stated to ignore Shields). When the Shield buff expires, or the value of the Shield reaches 0, the buff is removed and any further damage is applied as normal.
  • Standstill [P]

    Passive

    Whenever an ally under a Shield buff is hit by an enemy, heals that ally by 25% of the damage dealt to the Shield. Increases this Champion's DEF by 10% for each enemy under a Provoke debuff. Will also increase this Champion's DEF by 5% for each enemy not under a Provoke debuff.

  • Almighty Immunity [P]

    Extra

    Immune to Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Petrification, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.

  • Almighty Tolerance [P]

    Extra

    Decreases the damage taken from Poison debuffs by 90%.

  • Grim Fortitude [P]

    Extra

    Decreases the damage taken from Smite debuffs by 70%.

  • Awakened Weakness [P]

    Extra

    Decreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%). Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).

  • Almighty Strength [P]

    Extra

    Damage from skills that scale based on enemy MAX HP cannot exceed 5% of the Boss' MAX HP when attacking the Boss.

  • Unfaltering Speed [P]

    Extra

    Immune to Decrease SPD debuffs and Turn Meter reduction effects.

  • Flameproof [P]

    Extra

    Damage from HP Burn debuffs cannot exceed 1% of the Boss' MAX HP.

  • Aura: Increases Ally ACC in all Battles by 60.

How to get Warchief

Warchief can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Legendary champion.

Skins

1

Warchief heroboss Skin.

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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