Opardin Clanfather
Legendary
HP

Barbarians
It has been many centuries since the Fae cast Opardin out of the Mistwood, and as Opardin says little about his past, only a few in Frostheim know of his origins, let alone the reason for his banishment. But while the cause remains a mystery, some have tried to document his journey to Frostheim. Stories have it that Opardin wandered listlessly for many weeks without caring for himself, as he was made distant from the Rhythm of the Mistwood, that he sailed east across the sea to the western coast of Anhelt, and wandered from there into the Redspike Mountains. Weakened by his travels, Opardin was taken in by a village of the Norr, whose people themselves had been driven from their home, the Winterlands. Opardin’s ashen skin, horned head, and monstrous size made him distrusted among his hosts, but their hospitable nature obliged them to take him in. Grateful, Opardin worked hard to repay their kindness.
It wasn’t long before Opardin’s ability in battle won over his doubters. He could crush a man’s skull with his bare hands, and could sweep swathes of enemies aside with mighty swings of his heavy golden hammers — Ibex and Ram – weapons tempered with magic spells so they could never be broken. The sound of these hammers thumping down on his luckless victims could be heard above the din of battle, and he soon became greatly feared by the enemies of his adopted people and admired by those he fought beside.
Though Opardin suffered many wounds, he bore no scars because his true power is rejuvenation — and with a few magic words in his Fae tongue, could heal the injuries and cure the illnesses of others. Some of his adopted people dared suggest he was a Lightbringer, gifted by Lumaya to protect the Norr after they fled the Winterlands. A handful of souls — almost entirely enemies, claimed he was a Demonspawn of Siroth, yet none proved it then and only the most embittered and malicious souls have had desire to over the centuries since.
A creature of few words, Opardin made little conversation with his people and, together with his great strength, this caused them to believe him empty headed, if faithful and kind. But as time passed, the Norr noticed that though he said little, what he spoke was full of timely wisdom, and the clan’s leaders began to seek his counsel on matters of importance. He went on to befriend and serve Elder Skarg, and when the legendary man died, it was Opardin who crowned his successor. The Fae was recognized as a friend to all Frostheim, and he found purpose he never thought he would find after his banishment from the Mistwood. For centuries he was a watchful counselor to Frostheim’s six kings, until the fateful day when the Ice Golem stormed the Winter Hall, and killed them all. Opardin was not present that day, for he had been sent to save several of their sons, lost after their hunting party was caught in an avalanche. Afterwards, when the Confederation was replaced with a kingdom, he swore to serve the king and queen forever more. To this day he still does so, with the title of Clanfather.
When Opardin speaks, his advice is almost always followed. Such is the trust placed in him that he has been granted the power to strip any Frostheim monarch of their crown should he deem it necessary — in his many centuries as Clanfather, he has exercised that power on just three occasions. Rarely does the ruling monarch travel without him at their side, and the looming Fae is ever behind the throne at court. Yet this does not cause fear in the people of Frostheim, far from it, for they cannot conceive of what their realm would be like without the Clanfather. As far as they are concerned he not only watches over the monarch, but over them, too. His temperance and diplomacy steer Frostheim’s rulers with a steadiness that keeps the kingdom prosperous, and the people safe. Despite his great age, time has taken nothing from him – his body remains as powerful as the day he left the Mistwood and his healing powers are just as potent. And his dedication to his people has never faltered.
Champion Stats
HP22,470
ATK870
DEF1,211
SPD102
C. RATE15%
C. DMG50%
RES50
ACC0
Champion Stats
HP22,470
ATK870
DEF1,211
SPD102
C. RATE15%
C. DMG50%
RES50
ACC0
Skills

Paired Hammers
Multiplier: 0.14*HPAttacks 1 enemy 2 times. Each hit has a 50% chance of decreasing the target's Turn Meter by 10% and a 50% chance of filling this Champion's Turn Meter by 10%.Damage based on: [HP]

Rally the Tribe
4 turnsMultiplier: 0.27*HPAttacks all enemies. Heals all allies by 20% of this Champion's MAX HP. Heals all allies under [Continuous Heal] buffs by 30% instead.Damage based on: [HP]

Clan Mentor
4 turnsRemoves all [Block Buffs] and [Heal Reduction] debuffs from all allies, then places two 15% [Continuous Heal] buffs and a [Block Debuffs] buff on all allies for 2 turns. Also has a 75% chance of removing 1 random debuff from all allies.
Paternal [P]
Each time a [Continuous Heal] buff heals an ally, fills that ally's Turn Meter by 10%.
If there are multiple Champions in the team with this Skill, only one will activate.
Masteries
Generic - PvE


































































Generic - PvP


































































Generic Builds
Generic - PvE
Artifacts & Accessories
Main Stats

HP%
Gauntlets

HP%
Chestplate

SPD
Boots

HP
Ring

HP
Amulet

HP
Banner
Set Priorities
- 1
Speed - 2
Protection - 3
Bolster
Substat Priorities
- 1HP%
- 2SPD
- 3RES
- 4ACC
Relic & Blessings

Lightning Cage
Whenever an enemy receives a buff or has their Turn Meter filled, place one [Lightning Orb] stack on this Champion.
When activated, a [Lightning Orb] stack randomly protects one other active buff from being removed, stolen, or transferred. After activation, the Lightning Orb stack disappears. A Champion can have a maximum of 3 [Lightning Orb] stacks at one time.
Whenever a Champion with 3 [Lightning Orb] stacks hits enemy targets, inflicts Bonus Damage to them based on their MAX HP. Bonus Damage can occur on each hit of a Skill, but does not count as an extra hit. After the Bonus Damage is applied, all active [Lightning Orb] stacks are removed from this Champion.
Brimstone
Whenever this Champion attacks, each hit has a chance to place a [Smite] debuff for 2 turns.
Champions under the [Smite] debuff will be hit by a meteorite when they use an Active Skill. The meteorite inflicts damage equal to 25% of the affected Champion’s MAX HP, and will also inflict damage to all other enemy Champions equal to 5% of their MAX HP.
Only one [Smite] debuff can be active per team at any point.
High Awakening Bonus
The [Smite] debuff will be protected and guaranteed.
Aspect of Siroth
Legendary





Whenever the wearer receives fatal damage, reduces it by 50% of their Turn Meter and then fully reduces their Turn Meter. Cooldown: 1 turn.Generic - PvP
Artifacts & Accessories
Main Stats

HP%
Gauntlets

HP%
Chestplate

SPD
Boots

HP
Ring

HP
Amulet

HP
Banner
Set Priorities
- 1
Speed - 2
Stone Skin - 3
Protection
Substat Priorities
- 1SPD
- 2HP%
- 3RES
- 4DEF%
Relic & Blessings

Polymorph
Has a chance of placing a [Sheep] debuff on enemy Champions for 2 turns whenever they place debuffs on this Champion or remove or steal buffs from them. Occurs once per enemy turn. This debuff cannot be blocked, or placed on Bosses.
Champions under [Sheep] debuffs lose access to their normal skills, and can only use the following [Sheep] skill:
[Sheep Skill] Attacks 1 enemy. Any ally Sheep will join this attack. has a 50% chance of removing the [Sheep] debuff from this Champion after attacking.
Whenever a [Sheep] debuff expires or the Sheep is defeated, the affected Champion will return to battle with 50% HP.
High Awakening Bonus
The [Sheep] debuff cannot be resisted.
Lightning Cage
Whenever an enemy receives a buff or has their Turn Meter filled, place one [Lightning Orb] stack on this Champion.
When activated, a [Lightning Orb] stack randomly protects one other active buff from being removed, stolen, or transferred. After activation, the Lightning Orb stack disappears. A Champion can have a maximum of 3 [Lightning Orb] stacks at one time.
Whenever a Champion with 3 [Lightning Orb] stacks hits enemy targets, inflicts Bonus Damage to them based on their MAX HP. Bonus Damage can occur on each hit of a Skill, but does not count as an extra hit. After the Bonus Damage is applied, all active [Lightning Orb] stacks are removed from this Champion.
Wand of Submission
Legendary





Wearer has a 25% chance to reflect [Stun], [Sleep], [Fear], [True Fear], [Freeze], [Provoke], [Petrification], and [Sheep] debuffs back at the producer


