RAID: Shadow Legends – 4 New Hard Mode Dungeons, Mythical Artifacts and More in Patch 6.51.1
RAID: Shadow Legends have released their official roadmap for the 1st half of 2023 on their official YouTube channel. Some of the things mentioned in the roadmap video are key features that players expected while some content mentioned by the turn-based RPG are something coming totally out of the blue. Players are overall having a mixed set of emotions ranging from very hyped to utterly disappointed.
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The latter might be due too little to no new announcement for significant Quality-of-life changes and additional rewards coming to the game. The former set of players are excited for the new content announced to the game such as 4 Hard Mode dungeons, Live Arena game mode, and some basic QOL improvements. What’s even better is that majority of the changes are as close as the next patch, with the new Hard Mode dungeons included in Patch 6.51.1. RAID: Shadow Legends is a free-to-play game that is available to be downloaded from both the Google Play Store and iOS App Store.
Hard Mode Dungeons
In Patch 6.51.1, Plarium are going hard on bringing new content to the almost 3-year-old RPG. As stale as it might sound but the old dungeons have lost the charm and beauty they once possessed. This is being said by Plarium themselves. It seems just like the champions in Teleria, the dungeon bosses have also undergone some gruesome training in order to get stronger. Alas, introducing the 4 new Hard mode dungeons coming to RAID: Shadow Legends with the next patch:
- Hard Mode Dragon Dungeon
- Hard Mode Ice Golem Dungeon
- Hard Mode Fire Knight Dungeon
- Hard Mode Spider Dungeon
Each of them is going to be revamped in order to introduce new types of complexities thrown towards the players. RAID: Shadow Legends PvE (Player V/S Environment) content has always been the core focus of the developers. With these new dungeons, players will be required to go deeper to their champion pools and re-gear stuff around to battle these monstrous giants. Do not worry as the rewards are definitely worth the struggle. Players will now be getting Mythic rarity artifacts of all types of sets from these new hard mode dungeons. The higher the stage you fight, the better the quality and quantity of these Mythical artifacts. Let’s take a look at the new bosses that are going to gatekeep you in reaping these juicy rewards from the new dungeons.
Tainted Hellrazor
The new hard mode Dragon dungeon boss Tainted Hellrazor is looking like a poisonous menace on the battlefield. He will now be doubling down on the amount of poisons it usually throwed out in the normal dungeons with his 2nd active ability on all allies. Further, his base damage and resistance are also getting a huge push so players might have to upgrade the stats on their champions as well to get on the same footing. Tainted Hellrazor will also be granting himself an Attack buff now as compared to none before. This small change will further amplify the amount of crazy damage this flying lizard can deal out. Lastly, perhaps the biggest change comes with the activation of all poison debuffs on your allies with his 3rd active ability Incinerate.
We would recommend building a team for the new Dragons dungeon with a cleanser that can continuously cleanse those pesky Poison debuffs. Even one hit of that Incinerate skill on your squishy allies with stacks of poisons might be enough to simply nuke them out. Sturdy healers might be the key to the Tainted Hellrazor boss fight but we will have to see the actual difficulty once the patch hits the live servers. For now, you can take a look at the skills of the Tainted Hellrazor boss:
Withering Swipe (Active Ability): Attacks all enemies. Places a 50% [Decrease ATK] debuff for 2 turns.
Mephitic Fire (Active Ability): Attacks all enemies. Places four 5% [Poison) debuffs for 3 turns and a 25% [Weaken] debuff for 2 turns.
Also places a 50% [Increase ATK] buff on Tainted Hellrazor for 2 turns.
Cooldown: 3 turns
Draconic Gaze (Active Ability): Fully depletes the Turn Meters of all enemies. Unlocks a Secret Skill, Toxic Incineration.
Cooldown: 3 turns
Toxic Incineration (Active Ability): Attacks all enemies. This attack deals pure damage. Places a [Stun] debuff for 1 turn. This debuff cannot be resisted.
Instantly activates any 5% [Poison] debuffs on each target. The damage received by each target depends on how many more turns the [Poison] debuffs placed on them would be active.
This skill will be locked and hidden again if Tainted Hellrazor takes enough damage while this skill is unlocked.
Tainted Immunity (Passive Ability): Immune to [Stun], [Freeze], [Sleep], [Provoke], [Block Active Skills], [Block Passive Skills], [Fear], [True Fear], and [Petrification] debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.
Awakened Weakness (Passive Ability): Decreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%).
Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).
Almighty Strength (Passive Ability): Damage from skills that scale based on enemy MAX HP cannot exceed 10% of the Boss’ MAX HP when attacking the Boss.
Tainted Klyssus
The new hard mode Ice Golem dungeon boss Tainted Klyssus has a new layer of cold ice around, making him quite mesmerizing to look at. Sadly, his guards are not getting much changes and retain their former attire from the normal Ice Golem dungeon. Tainted Klyssus is simply going to be immune to Poison debuffs, one of the most common current method of taking down the Ice Golem dungeon. Further, he has a new skill up his alley called Debilitating Frost which helps him remove all his debuffs while also decreasing the turn-meter of all our allies by a significant 30%. Luckily, his frozen armor is having a glaring weakness to HP Burns.
We would recommend building a team for the new Ice Golem dungeon with champions that can make use of AOE-targeted HP Burns. This is because Tainted Klyssus now takes 10% more damage from HP Burns while his minions also get their HP destroyed by HP Burns. For now, you can take a look at the skills of the Tainted Klyssus boss:
Glacial Eruption (Active Ability): Attacks all enemies.
Debilitating Frost (Active Ability): Attacks all enemies. Places a 50% [Decrease ACC] debuff for 2 turns. Decreases the Turn Meters of all enemies by 30%.
Also removes all debuffs from Tainted Klyssus.
Cooldown: 4 turns
Frozen Reckoning (Passive Ability): Attacks all enemies 1 time whenever Tainted Klyssus’s HP drops below 80%, 60%, 45%, 30%, and 15%. This attack will revive any dead allies to 100% HP. This attack will ignore 50% of each enemy’s DEF for each alive ally. This attack also has a 20% chance of placing a [Freeze] debuff for 1 turn. The chance of placing a [Freeze] debuff increases by 40% for each alive ally.
Winter’s Power (Passive Ability): Immune to [Poison] and [Poison Sensitivity] debuffs. Receives 10% more damage from [HP Burn] debuffs.
Whenever a [HP Burn] debuff is activated on Tainted Klyssus or his minions, destroys the minions’ MAX HP by 5%. Whenever a [Smite] debuff is activated
on Tainted Klyssus or his minions, destroys the minions’ MAX HP by 10%. Destroyed MAX HP cannot exceed 50%.
Tainted Immunity (Passive Ability): Immune to [Stun], [Freeze], [Sleep], [Provoke], [Block Active Skills], [Block Passive Skills], [Fear], [True Fear], and [Petrification] debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.
Awakened Weakness (Passive Ability): Decreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%).
Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).
Almighty Strength (Passive Ability): Damage from skills that scale based on enemy MAX HP cannot exceed 10% of the Boss’ MAX HP when attacking the Boss.
Tainted Fyro
The new hard mode Fire Knight dungeon boss Tainted Fyro is possibly going to be the hardest new boss for the hard mode dungeons. This is due to the fact that he is getting no new mechanics added but his old mechanics are getting some significant buffs. Firstly, his Shield which used to take 12 hits to break will now take 21 hits from allies to break. Further, attacking Tainted Fyro with his Shield will destroy 1% of your champions MAX HP. For a new mechanic that was added, his 2nd active ability Corrupting Blaze will now also destroy 15% of your MAX HP each time it is used. Hence, your HP is getting reduced from all areas.
Among all the chaos, a shining ray of hope arises as the boss is not immune to Freeze debuffs. In fact, he will lose 15% turn meter when frozen. We would recommend building a team for the new Fire Knight dungeon with champion that can dish out Freeze debuffs consistently. Might be the time to take out Pyxniel from the vault as well. For now, you can take a look at the skills of the Tainted Fyro boss:
Crushing Firestrike (Active Ability): Attacks all enemies. Destroys enemy MAX HP by 15% of the damage dealt. When destroying MAX HP, will ignore [Shield] buffs.
Corrupting Blaze (Active Ability): Attacks all enemies. Places a 30% [Decrease SPD] debuff and a 60% [Decrease DEF] debuff for 3 turns. Destroys enemy MAX HP by 15% of the damage dealt.
Cooldown: 3 turns
Quell the Flames (Passive Ability): Instantly removes any [Freeze] debuffs placed on Tainted Fyro. Decreases Tainted Fyro’s Turn Meter by 15% for each [Freeze] debuff placed on him.
When attacked, destroys the attacker’s MAX HP by 1% per hit if the divine shield is currently active.
Bloodflame Cloak (Passive Ability): Starts the battle with a divine shield. While active, the shield reduces the damage Tainted Fyro receives by 80% and prevents Tainted Fyro from receiving any debuffs or being affected by other skill effects. This shield cannot be removed by skills that remove buffs. Each hit Tainted Fyro takes decreases the strength of the shield. The shield will be broken when hit enough times. The shield regenerates every turn.
If Tainted Fyro starts a turn with the shield active, Tainted Fyro will attack all enemies 1 time. The attack will destroy each enemy’s MAX HP. Tainted Fyro also heals at the start of every turn. The value of the heal and the damage dealt increases according to the strength of the shield at the time of the attack.
Tainted Immunity (Passive Ability): Immune to [Stun], [Freeze], [Sleep], [Provoke], [Block Active Skills], [Block Passive Skills], [Fear], [True Fear], and [Petrification] debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.
Awakened Weakness (Passive Ability): Decreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%).
Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).
Almighty Strength (Passive Ability): Damage from skills that scale based on enemy MAX HP cannot exceed 10% of the Boss’ MAX HP when attacking the Boss.
Tainted Skavag
The new hard mode Spider dungeon boss Tainted Skavag is a complete opposite of the current Skavag boss in normal Spider dungeon. Firstly, she is now immune to all turn meter reduction effects and HP Burns. Yes, say goodbye to HP Burns now when facing the Spider boss. You will have to re-think all your teams with these changes. Further down, when you try to place an HP Burn debuff on the boss, she will instead heal from debuff instead of being dealt damage.
We would recommend building a team for the new Spiders dungeon with multiple AOE-targeted nukers that can delete her minions easily. This is due to the fact that the new Tainted Skavag loses HP when her spiderlings die. For now, you can take a look at the skills of the Tainted Skavag boss:
Caustic Webbing (Active Ability): Attacks all enemies. Damage increases by 15% if the target is under [Poison] debuffs.
Torpefy (Active Ability): Attacks all enemies. Decreases the Turn Meter by 30%. If a target’s Turn Meter is fully depleted, places a [Sleep] debuff for 1 turn. This debuff cannot be resisted.
Cooldown: 4 turns
Tainted Brood (Passive Ability): Spawns 6 Tainted Spiderlings at the start of the round.
Spawns 2 Tainted Spiderlings at the start of each enemy Champion’s turn. Spawns 4 Tainted Spiderlings at the end of Tainted Skavag’s turn. Tainted Skavag can have a maximum of 10 Tainted Spiderlings in battle at any time.
Tainted Skavag consumes all remaining Tainted Spiderlings at the start of each turn. If Tainted Skavag consumes Tainted Spiderlings, she will not consume them on the following turn.
Tainted Skavag heals by 3% of her MAX HP for each Tainted Spiderling consumed, and permanently increases her ATK by 10% for each Tainted Spiderling consumed.
Heals from Lifesteal Artifacts and skills that heal based on damage inflicted will only heal Champions by 35% of the stated amount when attacking Tainted Skavag or her Tainted Spiderlings.
Vile Constitution (Passive Ability): Immune to [Heal Reduction], [Decrease SPD], and [HP Burn] debuffs, as well as Turn Meter reduction effects. Whenever a [HP Burn] debuff is activated
on Tainted Spiderlings, heals Tainted Skavag by 1% of her MAX HP.
Whenever a Tainted Spiderling dies, inflicts damage to Tainted Skavag equal to 3% of her MAX HP.
Tainted Immunity (Passive Ability): Immune to [Stun], [Freeze], [Sleep], [Provoke], [Block Active Skills], [Block Passive Skills], [Fear], [True Fear], and [Petrification] debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.
Awakened Weakness (Passive Ability): Decreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%).
Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).
Almighty Strength (Passive Ability): Damage from skills that scale based on enemy MAX HP cannot exceed 10% of the Boss’ MAX HP when attacking the Boss.
Live Arena
Live Arena or also known popularly as Real-Time Arena boasts the availability of 1v1 turn-based combat where both players are actively controlling their champions. This form of PvP content has been seen before in other turn-based RPGs as well such as Epic Seven, Summoners War: Sky Arena, and recently even Awaken: Chaos Era. Players are excited and thrilled at the vast possibilities that come along with such game modes where players can challenge their friends and other veterans of the game in a strategic 1v1 fight.
It will also diversify the current strategies used in RAID: Shadow Legends as fighting real players is completely different from fighting AI-powered teams in the Classic Arena. Not much is known or revealed about Live Arena except for the fact that it might be released in the first half of 2023 itself. Players can expect luxurious rewards and different accolades offered to the winners and high rankers.
Players can check out the highlights of the Patch on the official forum website of Plarium. To read more such updates and guides, check out our Blog section where we cover the latest happenings at RAID: Shadow Legends for our lovely community. Play RAID: Shadow Legends on PC, download it from BlueStacks for a smooth experience.