Seven Deadly Sins: Origin Dredrin — Hero Guide

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.

7DSO

Dredrin — Hero Guide

Dredrin
Hero Guide · SR

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
The short version

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.

  • Shield pathEarth WardenBarriers + team Defense + Max-HP Ultimate.
  • Axe pathCC SupporterPunishes status-locked enemies.
  • Rapier pathHoly SupporterMagic regen + ally Attack buff.

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.
One hero, three kits

Weapon paths

Dredrin swaps the entire kit with the weapon you equip. Pick the path that matches the team you are building.

Shield

  • Sword & Shield
  • Earth
  • Warden

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

  • Axe
  • Non-elemental
  • Supporter

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

  • Rapier
  • Holy
  • Supporter

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.
Path 1 · Earth · Warden

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)

  1. NormalGuard Slash5-hit · 115% total

    115% of Attack across 5 hits (11% / 13% / 20% / 31% / 40%).

  2. FirstShield FieldCD 20.2s · 188 MP

    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).

  3. SecondShield CrushCD 16.2s · 383 MP

    70% of Attack; each hit adds bonus damage equal to 30% of Defense.

  4. TagSword Landing72% · 650 MP

    72% of Attack tag-in hit when you swap Dredrin into the fight.

  5. UltimatePure GardenCD 10s

    All allied heroes +20% Defense and Max HP equal to 100% of his Defense for 20 sec.

  6. PassiveStrong Determination

    Hit while HP ≤30% grants all allies a Barrier worth 18% of Max HP for 20 sec (60 sec cooldown).

Path 2 · Non-elemental · Supporter

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)

  1. NormalFull-body Slash5-hit · 83% total

    83% of Attack across 5 hits (9% / 10% / 14% / 21% / 29%).

  2. FirstPower CrashCD 7.5s · 102 MP

    71% / 119% by charge level; a fully charged attack Stuns the enemy for 5 sec.

  3. SecondBattle CryCD 17.3s · 233 MP

    121%; restores 300 Tag Gauge when attacking a Petrify / Freeze / Stun / Paralysis target.

  4. TagAxe Uppercut63% · 350 MP

    63% of Attack tag-in hit.

  5. UltimateGiant's CryCD 10s

    186%; +30% damage to enemies affected by Petrify / Freeze / Stun / Paralysis.

  6. PassiveBattle Sense

    Attacking a Petrify / Freeze / Stun / Paralysis target decreases its Defense by 10% for 30 sec.

Path 3 · Holy · Supporter

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)

  1. NormalDivine Bayonet4-hit · 61% total

    61% of Attack across 4 hits (9% / 10% / 15% / 27%).

  2. FirstLight PulseCD 8.2s · 54 MP

    76% of Attack; +10% own Magic Charging Efficiency for 40 sec.

  3. SecondDivine WillCD 17.6s · 236 MP

    136% of Attack; each hit restores 50 Magic Gauge.

  4. TagSpear of Light73% · 350 MP

    73% of Attack tag-in hit.

  5. UltimateDivine CombatCD 10s

    Increases Attack of allies in range by 10% for 15 sec.

  6. PassiveDueling Spirit

    +15% own Magic Charging Efficiency at 3 or fewer Magic Points.

Investment

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.
Weapons & skins

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 WingsActivating 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 FlameActivating a Burst → +28% Attack for 10 sec — a strong, accessible option on every path.
  • Jet-blackUsing 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.

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Quick answers

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.

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