Errol is a Legendary Force Attack champion from the Sacred Order who was transformed from a vault-lord afterthought into a high-value nuker via a February 2023 buff. He's now among the best Force nukers in the game, rivaled only by Candraphon and Robar, but his glass-cannon design demands external protection.
Core Strengths & Abilities
Execution & Extra Turns: His A3, Negation, is a single-target attack that removes his own debuffs, steals all buffs from the target before hitting, carries an extra 30% critical chance, and grants him an extra turn if the kill lands — letting him snowball through a wave rapidly.
Defense-Ignoring AoE: His A2, Helmbreaker, hits all enemies twice, each hit ignoring 15% of the target's Defense, with the same +30% crit chance bonus shared across all his skills, supporting a comfortable ~70% crit rate build.
Buff Theft Timing: Because Negation steals buffs before attacking, players can time it to strip Increase Attack or Increase Crit Damage off dangerous enemies rather than running him on full auto.
Key Weaknesses
Low Survivability: Errol lacks any self-sustain or defensive tools, so he needs teammates who can veil, shield, or revive him to stay useful — his low Clan Boss and Hydra ratings reflect this fragility in prolonged single-target fights.
Errol is best deployed as an Arena nuker and wave-clearing threat in Doom Tower, Faction Wars, and dungeon content, where his burst damage and extra-turn snowball shine brightest.
Attacks 1 enemy. Has an extra 30% chance of inflicting a critical hit. Level 2: Damage +5% Level 3: Damage +10% Level 4: Damage +10%
Attacks all enemies 2 times. Has an extra 30% chance of inflicting a critical hit. Each hit will ignore 15% of the target’s DEF. Level 2: Damage +10% Level 3: Damage +10% Level 4: Damage +10% Level 5: Damage +15% Level 6: Cooldown -1
Attacks 1 enemy. Removes all debuffs from this Champion and steals all buffs from a target before attacking. Has an extra 30% chance of inflicting a critical hit. Grants an extra turn if the target is killed. Level 2: Damage +15% Level 3: Damage +15% Level 4: Damage +15% Level 5: Cooldown -1