Warchief
Legendary
HP

Skinwalkers

Increases Ally ACC in All Battles by 60
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…
Champion Stats
HP18,990
ATK848
DEF1,465
SPD102
C. RATE15%
C. DMG50%
RES50
ACC10
Champion Stats
HP18,990
ATK848
DEF1,465
SPD102
C. RATE15%
C. DMG50%
RES50
ACC10
Skills

Brutal Force
Multiplier: 1*DEFAttacks 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 based on: [DEF]

Marauder
4 turnsMultiplier: 4.3*DEFAttacks 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 based on: [DEF]

Standstill [P]
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.
Masteries
Generic - PvE


































































Generic - PvP


































































Generic Builds
Generic - PvE
Artifacts & Accessories
Main Stats

DEF%
Gauntlets

DEF%
Chestplate

SPD
Boots

DEF
Ring

DEF
Amulet

DEF
Banner
Set Priorities
- 1
Speed - 2
Mercurial - 3
Feral
Substat Priorities
- 1DEF%
- 2SPD
- 3HP%
- 4ACC
Relic & Blessings

Temporal Chains
Decreases each enemy’s SPD for each active buff they are under, except for the buffs placed at the start of the Round.
High Awakening Bonus
Whenever an enemy receives a third active buff, instantly decreases the Turn Meters of all enemies by a certain amount. (Cooldown: 4 turns)
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 producerGeneric - PvP
Artifacts & Accessories
Main Stats

DEF%
Gauntlets

DEF%
Chestplate

SPD
Boots

DEF
Ring

DEF
Amulet

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

Temporal Chains
Decreases each enemy’s SPD for each active buff they are under, except for the buffs placed at the start of the Round.
High Awakening Bonus
Whenever an enemy receives a third active buff, instantly decreases the Turn Meters of all enemies by a certain amount. (Cooldown: 4 turns)
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


