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Skink

Skink

Rare · Magic · Attack · Lizardmen

Skink is a Rare Magic champion of the Lizardmen faction, built around a shield-piercing basic attack and a poison-adjacent debuff combo. His kit tries to link Decrease DEF into Heal Reduction before capitalizing with a bonus-crit finisher.

Core Strengths & Abilities

Shield-Piercing Basic Attack: His A1, Slippery Strike, ignores both Block Damage and Shield buffs, letting him land damage on targets that would otherwise deflect it.

Debuff Chain into Heal Reduction: His A2, Withering Poison, has a 50% chance (75% booked) to place a 30% Decrease DEF debuff for 2 turns, and if the target already carries Decrease DEF, adds a 50% Heal Reduction debuff for 2 turns as well.

Guaranteed Crit Finisher: His A3, Catalyze, automatically scores a critical hit against any target already suffering Heal Reduction, rewarding the setup from his A2.

Key Weaknesses

Weak Standalone Damage: None of his skills carry strong damage multipliers or AoE reach, so even when his debuff chain connects, the payoff in raw damage is modest.

Bottom-Tier Across the Board: His ratings sit at 1-4 in nearly every mode, including a 1 in Iron Twins and 2 in Clan Boss, Dragon, and Hydra, reflecting a kit too weak to matter once better options are unlocked.

Skink is not worth investing books or masteries into, and is only marginally useful as an early Magic-affinity filler before better Rares or Epics take his place.