Dredrin SR
The Apprentice Holy Knight of Liones — three defensive support kits.
Dredrin — the Apprentice Holy Knight of the Kingdom of Liones who earned his title at thirteen — is a free SR three-weapon hero built around protection and team support. Shield is an Earth Warden that stacks Barriers and team Defense, Axe is a crowd-control Supporter that punishes status-locked enemies, and Rapier is a Holy Supporter focused on Magic regeneration and an Attack buff. This guide reads every line of his in-game data so you know exactly which Dredrin to bring.
- Apprentice Holy Knight
- SR
- 3 weapon paths
- Defensive support
- Warden · Supporter
Should you build Dredrin?
Dredrin is a free SR whose value is entirely defensive and support utility, not personal damage. He is not an endgame damage carry — his stats and multipliers are SR-tier, with smaller flat values because Dredrin is an SR — but each weapon gives him a distinct, well-defined protective role. Shield (Earth, Warden) is the standout: Shield Field grants a Barrier worth 50% of Defense, becomes immune to Reactions, and stacks +5% team Defense per hit (max 5 times); the Ultimate Pure Garden gives all allies +20% Defense and Max HP equal to 100% of his Defense for 20 sec; and the passive Strong Determination drops a Max-HP Barrier on the whole team when he is hit at low HP. Axe (non-elemental, Supporter) is a crowd-control enabler whose kit revolves around Petrify / Freeze / Stun / Paralysis: Power Crash can Stun for 5 sec, Giant's Cry adds +30% damage to status-locked enemies, and Battle Sense shaves 10% of their Defense. Rapier (Holy, Supporter) is the resource path — Magic regeneration plus Divine Combat's +10% ally Attack.
If you only invest in one path, match it to your team: Shield for any composition that wants a real defensive anchor (Barriers, team Defense, Max-HP), Axe if your team already applies hard crowd-control and wants the +30% follow-up damage and Defense shred, or Rapier if you need a cheap Magic-regen and Attack-buff support. As an SR he is cheap to ascend, which makes the Shield Warden path especially accessible team value.
Bottom line: Dredrin is worth building as a free, budget defensive support — especially Shield as a survivability anchor for a fragile core. He will not headline an endgame damage team, but he is an accessible Warden/Supporter hybrid while you build toward premium SSRs.
Strengths
- Free SR — every account can field him, and he is cheap to ascend.
- Three full kits in one hero — Shield (Earth Warden), Axe (non-elemental Supporter), Rapier (Holy Supporter).
- Shield Field grants a Barrier worth 50% of Defense, Reaction immunity, and stacks +5% team Defense per hit (max 5 times).
- Ultimate Pure Garden: all allies gain +20% Defense and Max HP equal to 100% of his Defense for 20 sec.
- Passive Strong Determination: when hit at 30% HP or lower, grants the whole team a Barrier worth 18% of Max HP for 20 sec (60 sec cooldown).
- Axe path Giant's Cry adds +30% damage to Petrify / Freeze / Stun / Paralysis targets; Battle Sense shaves 10% of their Defense.
Weaknesses
- SR rarity — low base stats and SR-tier multipliers; not an endgame damage carry.
- Almost no personal damage — his Shield and Rapier paths are pure support; you bring him for the team, not the meter.
- Axe's payoff is conditional — Giant's Cry +30% and Battle Sense only fire on Petrify / Freeze / Stun / Paralysis targets, so it needs a CC source.
- Rapier is the weakest path on its own — its value is Magic regen and a modest +10% ally Attack, not personal output.
- His combined-attack data ships no 2-hero or 3-hero entries and no team-bonus text — he contributes utility, not a combo payload.
Weapon paths
Dredrin swaps the entire kit with the weapon you equip. Pick the path that matches the team you are building.
Shield
An Earth Warden anchor: Barriers, Reaction immunity, stacking team Defense and a Max-HP Ultimate.
- Shield Field: Barrier equal to 50% of Defense, Reaction immunity, and +5% team Defense per hit while held (max 5 times).
- Shield Crush: 70% of Attack plus 30% of Defense bonus damage per hit.
- Ultimate Pure Garden: all allies +20% Defense and Max HP equal to 100% of his Defense for 20 sec.
- Passive Strong Determination: hit at ≤30% HP grants the team a Barrier worth 18% of Max HP for 20 sec (60 sec cooldown).
Axe
A crowd-control Supporter that punishes Petrify / Freeze / Stun / Paralysis targets.
- Power Crash: 71% / 119% by charge; a fully charged hit Stuns for 5 sec.
- Battle Cry: 121% and restores 300 Tag Gauge against status-locked enemies.
- Ultimate Giant's Cry: 186% and +30% damage to Petrify / Freeze / Stun / Paralysis targets.
- Passive Battle Sense: attacking a status-locked enemy decreases their Defense by 10% for 30 sec.
Rapier
A Holy resource Supporter: Magic regeneration plus a team Attack buff.
- Light Pulse: 76% and +10% own Magic Charging Efficiency for 40 sec.
- Divine Will: 136% and each hit restores 50 Magic Gauge.
- Ultimate Divine Combat: +10% Attack to allies in range for 15 sec.
- Passive Dueling Spirit: +15% own Magic Charging Efficiency at 3 or fewer Magic Points.
Shield — the Earth defensive anchor
The protection path: Barriers, Reaction immunity, stacking team Defense and a Max-HP Ultimate.
Shield is Dredrin's flagship path and the reason to build him. Shield Field grants a Barrier equal to 50% of his Defense and makes him immune to Reactions while the stance is held; the stance lasts up to 10 sec and ends when the Barrier is removed. Crucially, every time he is hit while the stance is up, all allied heroes gain +5% Defense for 40 sec, stacking up to five times — a +25% team Defense buff he builds simply by tanking. Shield Crush deals 70% of Attack and adds bonus damage equal to 30% of his Defense per hit, so even his offense scales off the defensive stat you are already stacking.
His Ultimate, Pure Garden, increases all allied heroes' Defense by 20% and grants Max HP equal to 100% of his own Defense for 20 sec — a large team survivability swing. The passive Strong Determination is the safety net: each time he is hit while at 30% HP or lower, the whole team gains a Barrier worth 18% of Max HP for 20 sec, on a 60 sec cooldown. This is a complete, self-contained defensive package from a free SR.
Shield skill breakdown (from in-game data)
- NormalGuard Slash
115% of Attack across 5 hits (11% / 13% / 20% / 31% / 40%).
- FirstShield Field
Barrier equal to 50% of Defense, immune to Reactions while held (up to 10 sec); each hit taken while held → +5% team Defense for 40 sec (max 5 times).
- SecondShield Crush
70% of Attack; each hit adds bonus damage equal to 30% of Defense.
- TagSword Landing
72% of Attack tag-in hit when you swap Dredrin into the fight.
- UltimatePure Garden
All allied heroes +20% Defense and Max HP equal to 100% of his Defense for 20 sec.
- PassiveStrong Determination
Hit while HP ≤30% grants all allies a Barrier worth 18% of Max HP for 20 sec (60 sec cooldown).
Axe — the crowd-control Supporter
The status-punisher path: a charge Stun plus follow-up damage and Defense shred on locked enemies.
Axe turns Dredrin into a crowd-control enabler. Power Crash is a chargeable hit dealing 71% at low charge and 119% fully charged, and a fully charged attack Stuns the enemy for 5 seconds — his own hard CC. Battle Cry deals 121% and restores 300 Tag Gauge whenever it hits an enemy already affected by Petrify, Freeze, Stun, or Paralysis, so it feeds your rotation while a status is up. Note this is the non-elemental path — it deals raw Attack-based damage rather than an element.
The payoff is the Ultimate and passive working off the same condition. Giant's Cry deals 186% and increases damage dealt to enemies affected by Petrify / Freeze / Stun / Paralysis by 30%, and the passive Battle Sense decreases a status-locked enemy's Defense by 10% for 30 seconds. The whole path is gated on a status being active, so it shines when your team already applies hard CC — pair it with a reliable Petrify/Freeze/Stun source.
Axe skill breakdown (from in-game data)
- NormalFull-body Slash
83% of Attack across 5 hits (9% / 10% / 14% / 21% / 29%).
- FirstPower Crash
71% / 119% by charge level; a fully charged attack Stuns the enemy for 5 sec.
- SecondBattle Cry
121%; restores 300 Tag Gauge when attacking a Petrify / Freeze / Stun / Paralysis target.
- TagAxe Uppercut
63% of Attack tag-in hit.
- UltimateGiant's Cry
186%; +30% damage to enemies affected by Petrify / Freeze / Stun / Paralysis.
- PassiveBattle Sense
Attacking a Petrify / Freeze / Stun / Paralysis target decreases its Defense by 10% for 30 sec.
Rapier — the Holy resource Supporter
The resource path: Magic regeneration plus a team Attack buff.
Rapier is Dredrin's resource-support path. Light Pulse deals 76% of Attack and increases his own Magic Charging Efficiency by 10% for 40 seconds, while Divine Will deals 136% and restores 50 Magic Gauge on each hit — keeping his (and his rotation's) resources topped up. The passive Dueling Spirit adds a further +15% Magic Charging Efficiency whenever he is at 3 or fewer Magic Points, so the path self-sustains when low on resources.
His Ultimate, Divine Combat, increases the Attack of allies in range by 10% for 15 seconds — a modest but unconditional team damage buff. Rapier is the weakest path for personal output and the support effect is small, so treat it as a budget resource/Attack enabler rather than a primary pick; Shield is the stronger support choice for most teams.
Rapier skill breakdown (from in-game data)
- NormalDivine Bayonet
61% of Attack across 4 hits (9% / 10% / 15% / 27%).
- FirstLight Pulse
76% of Attack; +10% own Magic Charging Efficiency for 40 sec.
- SecondDivine Will
136% of Attack; each hit restores 50 Magic Gauge.
- TagSpear of Light
73% of Attack tag-in hit.
- UltimateDivine Combat
Increases Attack of allies in range by 10% for 15 sec.
- PassiveDueling Spirit
+15% own Magic Charging Efficiency at 3 or fewer Magic Points.
Potential priority
Each path has its own Potential track unlocked with Dredrin's Potential Points (Exchange Shop, server-capped).
The pattern matches every hero: odd levels (1, 3, 8) are flat Attack / Defense / Max HP — smaller values here because Dredrin is an SR — and even levels are the meaningful skill amplifiers. Prioritise reaching the amp levels for whichever path you committed to.
Where the value sits
- Shield first (Warden) — If you only ascend one path, Shield gives the most team value at SR cost — the Defense flats compound directly into Shield Field's Barrier (50% of Defense), Shield Crush's bonus (30% of Defense) and Pure Garden's Max-HP grant (100% of Defense).
- Axe second (CC support) — Worth it if your team reliably applies Petrify / Freeze / Stun / Paralysis — the Giant's Cry +30% and Battle Sense −10% Defense only fire on locked enemies.
- Rapier last (resource) — Lowest priority — only invest if you specifically want the Magic-regen sustain and the +10% ally Attack from Divine Combat.
Weapon and gear direction
Dredrin's compatible weapons and what their passives reward.
Dredrin's universal pick is Black Flame Wings (activating a Burst → +28% Attack and +6% Crit Chance for 10 sec), available across his weapon types. On a budget SR, Crimson Flame (Burst → +28% Attack) and Jet-black (Ultimate → 20% chance of +50% Crit Chance for 7 sec) are accessible options. For the Shield Warden path specifically, Unyielding Spirit (Sword & Shield) increases Barrier Efficiency by 12% — a direct multiplier on Shield Field and Strong Determination's Barriers. Note Gluttonous Soul on Axe grants Fire damage and on Sword & Shield grants Earth damage, which mostly matters for damage-focused builds, not his support role.
Notable compatible weapons (data-listed)
- Black Flame Wings — Activating a Burst → +28% Attack and +6% Crit Chance for 10 sec. The universal pick across his weapon types.
- Unyielding Spirit (Sword & Shield) — Increases Barrier Efficiency by 12% — the best Shield-path pick, scaling Shield Field and Strong Determination's Barriers.
- Crimson Flame — Activating a Burst → +28% Attack for 10 sec — a strong, accessible option on every path.
- Jet-black — Using the Ultimate Move → 20% chance of +50% Crit Chance for 7 sec.
- Ruler of the Forest (Axe) — On hit → 20% chance to increase a certain skill type's damage by 8% for 15 sec (25 sec cooldown).
Costumes
Dredrin ships with the default grade-3 Friendly Apprentice Holy Knight costume, a grade-4 skin A Nice Day Off, and three grade-5 skins in the data: Descendant of Royalty, Thorough Preparation and Solid Defense. The data lists no separate weapon costume for Dredrin.
Plan it on ZeroLuck
This guide tells you how the kit works — these free community tools let you actually build it, share it and race it.
FAQ
- Which Dredrin weapon should I build first?
- Shield for most accounts — it is the cheapest way to add a real defensive anchor: a Barrier worth 50% of Defense, +5% team Defense per hit (max 5 times), Pure Garden's +20% Defense and Max-HP grant, and the Strong Determination team Barrier at low HP. Build Axe if your team reliably applies Petrify / Freeze / Stun / Paralysis for the +30% Giant's Cry damage and Battle Sense Defense shred, and Rapier only if you specifically need Magic-regen sustain plus the +10% ally Attack.
- Is Dredrin worth building as an SR?
- Yes for his defensive-team value. He is free and cheap to ascend, and the Shield path's Barriers, stacking team Defense and Max-HP Ultimate scale your whole core's survivability while you build toward premium SSRs. He has almost no personal damage — he is a support, not a carry, and not an endgame damage headliner.
- What does the Shield path's Pure Garden do?
- Pure Garden is Dredrin's Shield Ultimate: it increases all allied heroes' Defense by 20% and grants them Max HP equal to 100% of his own Defense for 20 sec. Combined with Shield Field's Barrier (50% of Defense) and the +5%-per-hit team Defense stack, the Shield path turns his Defense stat into a team-wide survivability buff.
- Does Dredrin have Combined-Attack partners?
- No. His in-game data ships no 2-hero Combined-Attack entries and no fixed 3-hero combos, and no team-bonus text — there is no listed combo pairing to recommend, so nothing is invented here. Use the live community teams below to see how players actually run him.
- What does his world passive do?
- Garden of Vitality temporarily restores and increases the Stamina of Dredrin and his party for a set duration — a traversal/exploration utility. It has no combat effect and does not change his damage.
Sources & method
Every number, skill name and mechanic on this page is read directly from the game's own data tables — nothing is invented. The analysis and recommendations are our own editorial reading of that kit.
- ZeroLuck.GG 7DS: Origin game data — Dredrin skill, potential, combination and costume tables (importer output, in-game values).
- Netmarble official 7DS: Origin announcements — banner and roster