Warchief is a legendary force affinity champion from the skinwalkers faction in Raid Shadow Legends. He has a very limited number of uses and is generally a niche champion, who is not worth investing in too heavily (if at all). However, he excels in one area in particular, this area is at Magma Dragon battles, in the Doom Tower. As he is able to keep him provoked at all times during the fight, preventing the Magma Dragon from using any of his best hitting attacks. This guide will provide a detailed build setup for Warchief Magma Dragon runs.
Warchief Stats Overview
- Faction: Skinwalkers
- Type: Defense
- Affinity: Force
- Rarity: Legendary
- HP: 18990
- Attack: 848
- Defense: 1465
- Critical Rate: 15
- Critical Damage: 50
- Speed: 102
- Resistance: 50
- Accuracy: 10
- Books to Max Skills: 11
Warchief Skills Overview
A1: Brutal Force
Attacks 1 enemy 3 times. Has a 25% chance of placing a [Provoke] debuff for 1 turn. Damage inflicted is proportional to DEF.
Upgrades as follows:
- Level 2: Damage +5%
- Level 3: Damage +5%
- Level 4: Damage +10%
- Level 5: Damage +10%
- Level 6: Buff/Debuff Chance +10%
A2: Marauder
Attacks 1 enemy. Places a [Provoke] debuff for 3 turns. Steals 2 random buffs from the target.
Upgrades as follows:
- Level 2: Damage +5%
- Level 3: Damage +5%
- Level 4: Damage +10%
- Level 5: Damage +10%
- Level 6: Damage +10%
- Level 7: Cooldown -1
A3: Standstill [P]
Reflects 60% of the damage taken back to the attacker. DEF increases by 15% for each dead ally.
Upgrades as follows:
- No books needed.
Warchief Magma Dragon Build Guide
Warchief is considered one of the weaker legendary champions in Raid, however, he does see some niche use in end game content, specifically on Magma Dragon in Doom Tower. His goal is to be able to control a single enemy, e.g. a specific boss as much as possible through Provokes and Reflect damage when hit. We need to ensure he has enough accuracy to land the Provoke while also staying alive long enough and recover health.
Skills
You do not need books to make him work. His 3-hit A1 and A2 provide a plenty of opportunities to apply Provoke and steal buffs making him a reliable but limited champion due to the number of bosses immune to the debuff with Magma Dragon being a notable exception.
Warchief doesn’t need to be booked to tank the dragon, his a2 lasts 3 turns, and is by default 3 turn cooldown, so assuming you are going 1:1 you can maintain it.
Masteries
Support tree is taken for the increase in Accuracy, as well as the manipulation of debuffs and increasing the turn meter. We select the Defense tree for more survivability, as well as Counter attack mastery to apply provoke more frequently. For Magma Dragon you can alternatively take the Offense tree and use Warmaster as T6 mastery if you want the fight to be faster.
Masteries are NOT required and just help to fill in stat gaps from gear to beat Magma Dragon.
Gear & Stats Build
In terms of gear we need to ensure Warchief is fast enough to provoke the boss, as well as accurate enough to be landing it. Over 200 Speed is recommended to maintain 1:1 turns with the boss, and at least 380 accuracy for floor 110 hard in Doom Tower.
After you achieve those stats focus on more HP and DEF. This build is not stat intensive compared to some and thus you should have plenty of flexibility with main stats.
Recommended Main Stats
- Glove: HP%/DEF%
- Chest: Accuracy
- Boots: Speed
- Ring: HP/DEF
- Amulet: HP/DEF
- Banner: Accuracy
Magma Dragon Strategy & Team
Warchief makes Magma Dragon an incredibly easy fight. The highest level of Magma Dragon (110 in the Frost Spider rotation) can crit for well over 100k damage, Warchiefs base health isn’t very high, only 19k. Because of this, there may be times when warchief just gets one shot by a crit and there are several ways to avoid this scenario. The team composition is built up of the following champions with the following roles:
- Warchief – permanently keeps the boss locked down with provokes
- Arbiter – Turn meter boost to loop the skills
- Sepulcher – Mainly here for Attack Down, so the boss doesn’t one-shot Warchief
- Aothar – Main damage dealer with poisons, any champ can be used in his place
- Godseeker – Provides healing to keep Warchief topped up, and a revive in case Warchief dies prematurely.
You can bring a reviver and just accept that it can happen, any champion that revives with turn meter, such as Arbiter or Aniri is ideal for this. Sepulcher is good in conjunction with Warchief for this fight, as even though he doesn’t do damage on reflect, the boss does hit really hard, and sepulcher has a chance to negate all damage with her passive and had Defense Up for increased survivability.
Just be aware, if he dies, you may need to chance the provoke from the A1, which is why turn meter boost is recommended if he does die, to ensure that you can get the provoke back on the boss. Booking his A2 can effectively make this scenario not arise, since it becomes a 2 turn cooldown. If you plan on reviving him and using sepulcher, you don’t need to 6* warchief, he is capable of tanking the dragon at 5*, just be aware of the stat thresholds, and he will be a lot squisher, so you’ll have to make sure you have a way to revive him.