New in Raid shadow Legends: Mythical Champions

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What are Mythic Champions? :

Mythic champions are a brand new champion rarity in RAID: Shadow Legends that have access to two forms, each with its own skills. A mythic champion can play different roles in its alternate form. It uses a unique skill called Metamorphosis to switch between forms—it's like having two champions in one!

OTHER UNIQUE ASPECTS OF MYTHICAL CHAMPIONS ARE AS FOLLOWS:

  • Higher base stats than legendary champions
  • Metamorphosis skills whose recharge times cannot be increased or decreased.
  • Skills that gain an Ignore RES bonus when upgraded with Mythic Tomes.
  • They are primarily available through the invocation of Primordial Shards.

Siegfrund the Nephel

Its history:

Siegfrund the Nephilim is an aberration, a fusion of opposites: half Demonspawn, half Lightbringer. Demonspawn and Lightbringers, as seen in Teleria, are mortal bodies inhabited by extraplanar beings, who are able to circumvent the ancient banishment spell that excludes gods and Firstborn from the mortal world. But if such second-order manifestations of Light and Darkness can exist on Teleria, could they be fused into a second-order union? This radical concept was the goal of a certain cabal of sorcerers and theologians active during the intellectual and social upheavals of the Great Schism of the Lumayan Church and the fall of Narbuk. They were called the Nephilists because of their belief in what they called a Nephilim, a fusion of Demonspawn and Lightbringer, which they believed would give birth to a superior being endowed with incalculable power and sagacity. Even other revolutionary thinkers considered their ideas crazy, but the Nephilists were competent and determined, and financed by wealthy obsessives.
obsessed with wealth. After lengthy preparations, they achieved a remarkable result: they tracked down and bound a powerful Demonspawn whose name has been lost in the mists of time. Using rare magic and ancient relics, the Nephilists severed the link between the Demonspawn's body and soul and bound it with corroded silver chains.

The Nephilists built a tower to contain their prize and strengthen its magical bonds, on an isolated mound in the Twilight Hills, from where the fearsome Ireth could be seen on the horizon. After further preparations and unfathomable rituals, the Nephilists began the second phase of their grand project: the attempt to infuse the soul of a Lightbringer. How they would bind a Lightbringer and force it to coexist with the form of the Demonspawn was the most important and closely guarded secret of their sect. That secret, along with all those who participated in the final ritual, perished at the moment of Siegfrund's fusion.
The very concept of creating a Nephilim was violently expunged from Teleri history by its own realization.

The intermediaries who supplied the Nephilim with provisions finally arrived with a shipment and discovered the tower destroyed, with only the ground floor still partially standing. These porters fled in terror, and that was the end of the Nephilim and their mad project, as far as we can tell. But for Siegfrund the Nephilim, the destruction of the tower was only the explosive beginning of a secret and tortured existence.

Siegfrund emerged from the wreckage of his creation as a cosmological paradox, a spiritual abomination—two souls, two bodies, overlapping and coexisting in the same pocket of time and space. Neither Siegfrund the demon nor the unknown Lightbringer were coherent personalities within the Nephilims, but their powerful energies of Light and Darkness continued to rage.
But their powerful energies of light and darkness raged within him, as did their confused souls, constantly supplanting and canceling each other out in a chaotic balance. Siegfrund disappeared from the ruined tower and sank into the Krokhan desert. There he found the entrance to an ancient underground tomb and withdrew there, not to escape the scorching sun, but out of reflex, to isolate himself and hide from the world. Siegfrund knew he should not exist, he wanted to destroy himself but also feared what might happen if he did. His fractured and incoherent young mind identified with what he found in the crypt: a tomb marked with the name “Siegfrund,” in which bones lay in ancient armor, a broken sword and shield resting on the chest. Siegfrund removed the bones, donned the armor, and assumed the same pose, thus becoming dead to the world while remaining alive. For centuries, he lay in the tomb, undisturbed, contemplating his own existence, his form merging with the plate he wore.,
so that it becomes itself.

During this long period of isolation, Siegfrund was able to better integrate his two halves, Demonspawn and Lightbringer, but only in his thoughts—he did not dare to awaken himself, but only prepared to do so in deadly meditation. He had to maintain control over his Lightbringer nature, for control was the nature of Light, and he dared not risk letting the creative, freedom-loving Darkness within him become too dominant. But he also knew that he must not extinguish either one, for the gestalt was the essence of Teleria, and he was of Teleria.

Siegfrund was eventually discovered by Irethi's ghoul-thralls, and shortly thereafter, a crowd of fascinated necromancers arrived. They wanted to perform macabre experiments on Siegfrund, but unbeknownst to them, he was listening to their discussion and decided that the time had come to test his control over his hybrid being.
the control he exercised over his hybrid being. When he emerged from the tomb, the necromancers were terrified, for they suspected Siegfrund's true nature and the power he could wield. With their ghouls, they immediately attacked him, but he defended himself. To his surprise, his Demonspawn half was dormant as he split the ghouls in two with his sword and splattered the dusty walls with necromancer brains with a blow from his enormous shield. The righteous fury of the Lightbringer that slumbered within him shone brightly—perhaps he was a particularly fierce crusader.

The last wizard begged for mercy, but it was too late, for Siegfrund plunged his heavy blade into the necromancer's chest. Hearing the plea, Siegfrund was struck by grief and confusion. The desire to learn, grow, and change is the very essence of Darkness, and Siegfrund saw the death of the seemingly repentant necromancer as an affront to that desire.
His Lightbringer, stern and emotionless, retreated halfway, and Siegfrund transformed and distorted himself, growing large wings and glowing with the magmatic fire of Darkness that represents primordial regeneration. Even his attire changed to reflect this altered balance, and his sword spontaneously reforged itself. Doing what came naturally to him, like an amnesiac regaining lost memories, Siegfrund stitched the sorcerer's flesh back together and anchored his soul, which had quickly faded away. Brought back to life, the necromancer instructed Siegfrund about Teleria and its history. Finally, Siegfrund began to realize who he truly was and wondered for the first time if he could have a place in the world.

Illustration of a mythical champion RSL
Illustration of Siegfrund the Nephel for our article on the new Raid shadow Legends - Mythical Champions, which explains all you need to know about these champions.

 

Basic shape:

Skinning wire

Attack an enemy twice.

The first strike transfers all debuffs from this champion to the target. The second strike then increases the duration of all debuffs on the target by 1 turn. .

  • Level 2 Damage +10%

Seraphic wave | CD = 4 turns

Attacks all enemies. Each critical hit fills this champion's turn counter by 25%.

Resets skill cooldown Nephel's rage if this attack kills an enemy.

Resets the cooldown of all this champion's skills if this attack kills 2 or more enemies.

  • Level 2 Damage +20%
  • Level 3 Cooldown -1

Rage du Nephel| CD = 4 spins

Attacks 1 enemy. If the initial target is killed, will attack all remaining enemies with the excess damage.

Fully heals this Champion if the initial strike kills an enemy.

  • Level 2 Damage +20%
  • Level 3 Cooldown -1

Metamorph [P] CD = 4 turns

Switches this Champion to its Alternate Form as soon as its last living ally is killed. Then grants an extra turn.

Stop the blade [P] CD = 3 turns

If this champion is about to be killed by a fatal blow, block incoming damage and place a buff [Damage Block] on this champion for 1 turn. Then, heal this champion of 50% of its MAX HP and fill its turn counter with 100%.

Will have

Increases the ally's ATQ by 35% in all battles.

Illustration of a mythical champion on RSL
Illustration of Siegfrund the Nephel for our article on the new Raid shadow Legends - Mythical Champions, which explains all you need to know about these champions.

Alternative form:

Consumer

Attacks all enemies. Heals all allies up to 20% of damage inflicted.

  • Level 2 Damage +10%

Nephelic Parade | CD = 4 turns

Remove all debuffs from all allies.

Then heals all 30%'s allies of their MAX HP, then grants him a [Blocking debuffs] for 2 rounds.

  • Level 2 Cooldown -1

Light from Beyond | CD = 6 rounds

Revives all dead allies with 50% of health and 50% of turn counter, then places a buff [Damage Block] on all allies except this champion for 1 turn.

  • Level 2 Cooldown -1
  • Level 3 Cooldown -1

Métamorphe | CD = 4 tours

Returns this champion to its basic form. Then grants an extra turn.

Challenge shield[P]

Reduces damage inflicted by 20% skills.

Will have

Increases allies' ATQ by 35% in all battles.

Arbais Pierrépine

Its history:

Forest legends speak of Arbais the Cicorne, a Fae both beautiful and terrible who lurks in the darkest groves and dangerous borders of the Mistwood. Before becoming the partially petrified and embittered shadow of her former self, she began her existence as a much more peaceful and harmonious entity.

Arbaïs' chrysalis grew beside the ancient heart tree, near the center of the Mistwood, sharing the soil and sunlight with the mighty sentinel. When she was old enough, she pulled up her roots and walked for the first time. She roamed the forest, learning its ways and her place within it, communing with the birds and beasts, the branches and the bark. Though she made the entire great forest her home, she often returned to the Heart Tree, settling her roots where she had first grown, intertwining them with its own. The Heart Tree was like a mother, a wise and protective spirit whose rhythm sang Arbaïs to sleep.

When she slept, Arbaïs did so for many years, and it was during one of these periods that things changed. A darkness, spread by Siroth's servants, sprang from the Heart-Tree. Little by little, they began to twist and subvert the ancient heart of the forest and distort the Rhythm. Arbaïs' sleep became increasingly irregular and disturbed. As her dreams turned into nightmares, she awoke and discovered with horror that it was not just her imagination.

The Heart Tree had been corrupted. Evil had seeped into its bark and rotted its leaves. Worse still, the taint had spread into Arbaïs's body, whose wood was now imbued with the darkness of Siroth. Sick and repulsed, she first tried to communicate with the Heart Tree, to warn it, to put a stop to all this, but it showed no gratitude. Desperate, she called out to the surrounding trees, but they too were contaminated.
Panicked, she attempted to physically remove the corruption from the Heart Tree, but found herself breaking and tearing parts of it apart, to no avail—the taint had infiltrated too deeply. As her agony intensified and she felt the contagion taking hold within her, Arbaïs realized that there was only one way to protect herself from the taint: to physically separate herself from the tree she had once loved above all else.

With great difficulty, Arbaïs tore her roots from those of the Heart Tree, crying out in pain and sorrow, her whole body trembling. In freeing herself, she tore away a part of the oldest tree, leaving behind a part of herself.

Arbaïs staggered away, enveloped in a fog of anguish and agony, his lament sending shivers through the forest.
Its survival remained uncertain, as the act of separation had almost come too late. Cut off from the nourishment of the heart tree, its bark was beginning to petrify. Only by connecting with the forest was she able to cling to life—she planted herself for a time in the Whispering Glade and embraced the sunlight, and her roots drank from the cool, renewed waters of the Green Run Stream. Gradually, her life force became steady and regular once more.

As she recovered, Arbaïs discovered the fragment of the Heart Tree that had been torn from its roots. Rather than destroy it, she kept it, her intuitive nature telling her that even though it would be damaged forever, the evil it had once carried had been left behind when she tore it out. The Rhythm still emanated from it, albeit disjointed, reminiscent of a happier past and a frightening present.
The entire Mistwood was threatened by the corruption of the Heart Tree, and when the forces of the Sylvanists and their allies, the Skyiron Dwarves, and the Shadowkin rebels of Yakai, gathered for the last time to stop it once and for all, they were joined by a beautiful masked woman, her flesh as emerald as the forest canopy, wrapped in mossy cloth, and speaking with a voice like the wind blowing through the eaves. Arbaïs could change shape, and when she joined the wood elves who formed the vanguard of the army, she took on a form with which they could empathize more easily.

During the ensuing battle, Arbaïs fought like no other. The sight of the Heart Tree, twisted beyond recognition after decades of further corruption, filled her with a fury she had never known before. She led the assault against the corrupted Fae, the Demonspawn, and the forces of the Mikage Autocracy who were using the tree as their locus.,

sinking its roots into their bodies and draining them of life, its whip-like vines severing heads and limbs. It began slaughtering the rabid, defiled Fae that attacked it, tearing off their wings and stabbing them with their screaming arrows. She shed bitter tears of amber sap and returned to her original tree form as she fought. Her stone bark was impervious to the blows of the beings she had once considered family, whom she uprooted to clear a path to the Heart Tree itself. The struggle to purge the darkness was even more painful than the one she had fought for Arbaïs, but in the end, the evil of Siroth had been driven out.

Even if the remains of the Heart Tree were no longer tainted by the Shadow God, the taint could not be reversed. Arbais could never again settle peacefully among its roots, which were now gouged and charred, nor drink from soil that held the rotting remains of countless fallen warriors.
countless warriors who had died in battle. Her soul felt as empty as the dead husks of the trees on the battlefield. For a time, she wandered the forest, hunting down the remnants of the evil forces. Now known as Arbais the Cormorant, she spends years at a time stationed at isolated sites along the border, always on the lookout for intruders.

Illustration of a mythical champion on RSL
Illustration by Arbais Pierrépine for our article on the new Raid shadow Legends - Mythical Champions, which explains all you need to know about these champions.

 

Basic shape:

Lame-Ouragan

Attacks all enemies. Has a 40% chance to place a debuff [Blocking Active Skills] for 1 turn.

  • Level 2 Damage +10%
  • Level 3 Ignore RES +20%

Renaissance verdoyante | CD = 4 tours

Removes all buffs from all enemies. Increases the duration of all ally buffs by 1 turn.

  • Level 2 Ignore RES+20%
  • Level 3 Cooldown -1

Then place a buff [revive after death] on all allies for 2 turns.

Murmure harmonieux | CD = 5 tours

Fills the turn counter of all allies with 30% and places a buff [Increase in the ATQ] of 50% and a [Increase in ERP] of 50% on all allies for 2 turns.

  • Level 2 Cooldown -1

Métamorphe | CD = 4 tours

Switches this champion to her alternative form. Then grants an extra turn.

Pierrépine's embrace[P]

As soon as an ally with a buff [revive after death] placed by this champion is attacked, has 30% chance to place debuff [Petrification] on the attacker for 1 turn.

Will have

Increases the ally's VIT by 25% in all battles.

Illustration of a new feature on RSL: mythical champions
Illustration by Arbais Pierrépine for our article on the new Raid shadow Legends - Mythical Champions, which explains all you need to know about these champions.

Alternative form:

Rock thrower

Attacks 1 enemy. Reduces the target's turn counter by 30%.

Then place a buff [Continuing care] of 15% on this champion for 1 turn. Also place a [Continuing care] of 15% on the ally with the fewest VPs except this champion for 1 turn.

  • Level 2 Damage +10%
  • Level 3 Ignore RES+20%

Thorn trap at Brûleronce | CD = 3 towers

Attack all enemies. Places a debuff of [Leech] and a debuff of [HP burn] for 2 rounds.

  • Level 2 Damage +10%
  • Level 3 Ignore RES+20%

Clameur du Bois de Brume | CD = 5 tours

Place two buffs [Continuing care] of 15% on all allies for 2 turns.

Also places a [Taunt] on this champion for 2 turns, as well as a [stone skin] for 1 turn.

  • Level 2 Cooldown -1

Métamorphe | CD = 4 tours

Returns this champion to her basic form. Then grants an extra turn.

Thorn bush[P]

When attacked, place a debuff [Reduced VIT] of 30% on the attacker for 2 turns. Occurs once per strike.

Also reduces skill damage for all allies by 20%. This champion will receive this damage instead.

Will have

Increases allied HP by 25% in all battles.

Mezomel Croc-Loup

His history :

Myths begin with a kernel of truth, however small. The myth that skinwalkers are influenced by the moon originates with Mezomel Luperfang, descendant of the moonlight, though most Telerians know nothing of her story. After generations of misunderstanding and exaggeration, many mistakenly believe that skinwalkers go mad in the light of the full moon and transform, becoming monstrous distortions of their base forms. Bitter Skinwalkers claim that the myth of Skinwalker moon madness is widespread because it encourages mob violence against their kind during the full moon, when a murderous mob can see more clearly at night and find innocent Skinwalkers to lynch. Such tactics were commonly used during the Red Crusade, and stories and images of moonlit battles between skinwalkers and hunters have contributed to this misconception. But there is still a kernel of truth: Mezomel Luperfang, the skinwalker who sold her allegiance to the fae Duke of Moonlight.
Mezomel was once a wandering human who lived off odd jobs in the land of Yakai. One day, Mezomel was lured out of town and into the woods by a lover. Her partner amused himself by running away from her into the woods, and Mezomel followed, but the two became separated. Mezomel searched, thinking it was a lighthearted joke, and followed the distant calls of her lover, who seemed to be leading her on a chase. Following the call, Mezomel encountered a series of animals, first a fox, then a deer, and finally an owl, but not her companion. Increasingly exasperated, Mezomel shouted her frustration and demanded that her partner show himself—and what emerged from behind a large ginkgo tree was her spitting image. She froze when the doppelganger took on her lover's voice. Her double became the fox she had seen, then the deer and the owl, then her lover, before taking its true form. She found herself face to face with a kitsune from folklore, a woman with fox ears who radiated a cold beauty. The kitsune
introduced herself as Hazen-Shu. Mezomel asked why Hazen-Shu had been living in disguise in the city, and teased and flirted with her. Hazen-Shu just laughed, turned on her heels, and ran into the woods in her true form. Mesmerized and even more confused than before, Mezomel followed her as fast as she could. In her haste, she lost her footing and fell, tumbling down a hill and crashing into a wolf den.

It was a fateful moment, as Mezomel's body crushed several cubs and injured the mother, who immediately attacked her. Fueled by adrenaline, Mezomel killed the animal with her dagger. She was struck by the curse of the skin walkers and became a wolf-like creature herself, a painful process. She also became furious and obsessed with Hazen-Shu, whom she was convinced had arranged everything that had happened to her, including the wolves and her transformation. The Kitsune were known to be
ruthless.

But Mezomel couldn't easily track down a shapeshifter. She wandered alone, searching tirelessly, and found herself near the misty woods. One night, under a full moon, she couldn't sleep and sat atop a hill to ponder. It was there that she was approached by one of the members of the Fae court: the Duke of Moonlight, a powerful and utterly mysterious being, wielding immense but ineffable power within the incomprehensible politics of the Fae, and wielding lunar magic. Tales say that he appears in the form of an elf, a sparkling white bull, or even a silver puppet on strings of moonlight.

The duke explained that Hazen-Shu was allied with one of his great rivals, the Prince of Reeds. It was not Mezomel's place to question why Reeds and Moonlight were at odds. He offered her revenge and answers if she accepted his suzerainty. She would become Touched by the Fairy,
Unlike all other Skinwalkers, she would share the Duke's bond with the Rhythm—but only in the aspect of the moon, the Duke's domain. In exchange, she would become his knight and fight his enemies, giving her the chance to face Hazen-Shu. Mezomel accepted the deal, considering that her place in mortal society was already precarious. It is said that the Duke of Moonlight anointed her with moon dust, and the pact was sealed. Her wolfish body grew larger, stronger, and faster. Her limbs and claws lengthened, her skin hardened, and her fur grew thicker. For a few moments, she reveled in her newfound strength. Then the clouds obscured the moon, the Duke disappeared, and Mezomel returned to her normal state as a skinwalker—but it wasn't long before she was called upon once again.

For unusually long years, Mezomel carried out the Duke's orders in the moonlight. Under the cold rays of the moon
She could channel the Duke's blessing, filling herself with terrifying strength and ferocity that allowed her to fight like an army composed of a single beast. Inquisitor Grolus, a demagogue of the Holy Order who hated skinwalkers, led an expedition to hunt her down, but Mezomel crushed his heavy armor like an eggshell and left him in a pile of mangled organs and broken ribs. The Prince of Reeds once sent his servant Archelon, a wise and ancient serpentine turtle the size of a house, to deal with Mezomel—she bit off Archelon's neck, tore his head from his body, and feasted on the flesh contained within his enormous shell. These savage exploits, and many more, sowed the seeds of a million tall tales about moon-touched skinwalkers.

But accounts differ as to his fateful reunion with Hazen-Shu and the end of Mezomel's legend. Some say that the Prince of Reeds was too cunning and kept Hazen-Shu well hidden. Others say that Mezomel eventually realized she had been
and that the Duke of Moonlight had renounced his share of the bargain over the decades. Still others say that Mezomel and Hazen-Shu met again, but that the outcome of this meeting has been lost, or has been obscured by the Fae themselves.

RSL novelty image: mythical champions
Illustration by Mezomel Croc-Loup for our article on the new Raid shadow Legends - Mythical Champions, which explains everything you need to know about these champions.

Basic form:

Moon Claw

Attacks 1 enemy. Places a debuff [DEF Reduction] of 60% for 2 turns.

  • Level 2 Damage +10%
  • Level 3 Ignore RES+20%

Scarlet Crescent | CD = 4 turns

Attacks 1 enemy 2 times. Ignores buffs [stone skin], [Reinforcement], [Protection of allies] and [Shield].
Places a debuff [Block Ground] if the target is killed.

  • Level 2 Damage +20%
  • Level 3 Cooldown -1

Moonlight Gift | CD = 6 spins

Places a buff [ATK Increase] of 50% , a [Rate increase C.] of 30% and a buff [Increase in DMG C.] of 30% on this champion for 3 rounds.

Grants an extra turn.

  • Level 2 Cooldown -1
  • Level 3 Cooldown -1

Métamorphe | CD = 4 tours

Switches this champion to her alternative form. Grants an extra turn.

Relentless hunt [P]

Heals this champion at 20% of damage inflicted. Places a buff [revive after death] on this champion for 2 turns each time he kills an enemy.

Will have

Increases allied C. RATE by 27% in all battles.

Illustration of a new feature on RSL: mythical champions
Illustration by Mezomel Croc-Loup for our article on the new Raid shadow Legends - Mythical Champions, which explains everything you need to know about these champions.

Alternative form:

Spirit of the pack

Attacks all enemies. This attack will not trigger counter-attacks.

Places an extra strike on enemies under debuffs [Absolute Fear].

  • Level 2 Damage +10%
  • Level 3 Damage +10%

Life shredder | CD = 4 rounds

Attack all enemies. Places a debuff [Absolute Fear] for 2 rounds.

This attack will not trigger counter-attacks. It also ignores [Invincible] and [Damage blocking].

  • Level 2 Damage +20%
  • Level 3 Ignore RES+20%
  • Level 4 Cooldown -1

Métamorphe | CD = 4 tours

Returns this champion to her basic form. Then grants an extra turn.

Embrace the beast [P]

Increases the ATQ and DEG C. of this 20% champion when in its alternative form.

Will have

Increases allied C. RATE by 27% in all battles.

Gharol Masse-Sang

Its history:

The story of Gharol Bloodmaul begins in the bloody months following the failed invasion of Kaerok by the Gaellen Pact. Gharol's clan wandered for years, leading a nomadic existence. They eventually found a place to call their own: an oasis in the Krokhan Desert. Surrounded by rocks and arid land, the water there was pure and fresh, the soil rich and fertile, and game abundant. The Orcs built a new life for themselves, isolated from all who might wish them harm.

For centuries, they lived in peace, but they never forgot the lessons of war; the clan remained ready to fight, even though many hoped they would never have to do so again. It was in this idyllic, albeit somewhat difficult, life that Gharol was born.

The daughter of the clan chief, Gharol grew up knowing that she was destined to lead the clan.
knowing that she was destined to lead her people. But she wanted more. Raised on tales of the Gaellen War and the heroes of yesteryear, Gharol wanted to taste the fruits of battle for herself.

When she finally assumed the role of leader, Gharol gathered a band of young warriors around her and led raids against the nomads who roamed the desert. Soon, she set her sights on the trade caravans of Velyzar and Ireth. This would be her undoing and that of her clan.

When Gharol attacked a particularly tempting slave caravan bound for Ireth, she and her group found themselves overwhelmed for the first time. They were repelled by undead guards, who felt neither pain nor fatigue, and by the dark magic of the sorcerers who controlled them. The orcs were reduced to ashes or burned in clouds of blood.
in clouds of blood. Many were captured. Gharol and his remaining warriors retreated to the shelter of the oasis, but the mage lords of Ireth had no intention of letting potential specimens escape. The orcs who had perished in the failed attack were resurrected by necromancers and forced to reveal the location of their home. The mage lords acted quickly. Imagining the oasis in their minds, they transformed the water in its many pools into foaming, burning blood, from which undead warriors sprang forth and attacked the inhabitants by the dozens.

Taken by surprise, the orcs nevertheless fought bravely to defend their homes and families. But they were no match for the horde of undead. After a fierce battle, Gharol's clan was reduced to a few bloodied individuals, captured for the amusement of the mage lords of Ireth, including Gharol herself.
Gharol and his fellow captives endured months of torture at the hands of their captors. The mage lords conducted experiments to test the limits of the orcs' endurance and strength. One by one, Gharol's companions succumbed to their captors' attentions and perished, until only she remained.

Gharol couldn't say whether her survival was due to a twist of fate or her own resilience, but she had a price to pay. Her captors' alchemical experiments had wreaked havoc on her body, altering it in strange ways.

When she was angry or hurt, Gharol's blood burned like fire and became malleable. Her muscles swelled, she grew a thick, whip-like tail, and bony protuberances sprouted from her flesh, forming a carapace that blended in with the tattered armor she still wore. Her feet turned into hooves and her features distorted into a monstrous face.
His features contorted into a monstrous face. To say that his captors were satisfied would be an understatement. The only flaw, from their point of view, was that Gharol returned to normal after a certain amount of time. But they were certain that with further experimentation, they could prevent that from happening.

They would not have that chance. Gharol did not remain idle during her captivity. After a few experiments, she discovered that she could channel her fury and pain and voluntarily activate the transformation by cutting her flesh and spilling her own blood of flame. She hid this discovery from her captors and ceased her resistance, so that they eventually believed she was broken in mind and spirit. As a result, the guards relaxed, seeing her as just another submissive slave. She posed no problem for them as they escorted her to the mage lords' laboratories day after day, until they stopped paying any attention to her at all.
Gharol seized her chance. One day, as the guards came to take her to the laboratories, she transformed. Gharol crushed the guards and used her large hooves to fight her way to freedom over their mutilated corpses, grabbing a huge hammer and coating it with her magmatic life force to give it even more power. She then freed other captives in the pens, orcs, humans, and others, and a general revolt ensued, during which Gharol killed many guards and, in the confusion, escaped with as many slaves as would follow her.

Gharol led her group of survivors out of Ireth and into the desert. She guided them to the oasis where her clan had made their home, hoping it would serve as a refuge for them as it had once done for her people, and ordered her sorcerers to ensure that the waters of the oasis would never again be used by necromancers.
Since then, she has attracted others to her banner: orcs, skinwalkers, and ogryns seeking a strong leader and a place to settle, nomads hoping to plunder Ireth's riches, and other fugitives. Her small band has grown into an army, one that has the potential to pose a real threat to Ireth's authority.

In the months that followed, Gharol and his forces defeated no fewer than three expeditions sent to capture or destroy them, causing consternation among the mage lords. So much so that some claim that Vizier Ovelis himself is now taking an interest in the matter.

In any case, Gharol Bloodmaul is now preparing his new clan for all-out war against Ireth, and woe betide those who stand in his way...

 

Illustration of a new feature on RSL: mythical champions
Illustration by Gharol Masse-Sang for our article on the new Raid shadow Legends - Mythical Champions, which explains all you need to know about these champions.

Basic shape:

Enemy crusher

Attacks an enemy. Has a 50% chance to increase the target's random skill cooldown by 2 rounds.

Also removes buffs [Shield].

  • Level 2 Damage +10%
  • Level 3 Ignore RES+20%

Earthquake hammer | CD = 4 turns

Attack all enemies. Places a debuff [Provocation] on all enemies for 1 turn.
Also places a [Invincible] on this champion for 3 turns.

  • Level 2 Damage +20%
  • Level 3 Ignore RES +20%

Blood-bound | CD = 5 turns

Remove debuffs [Buff blocking] on all allies and place a [Ally Protection] of 50% on all allies except this champion for 2 turns.

Also places a [Shieldequivalent to 30% of this Champion's MAX HP for 2 turns.

  • Level 2 Cooldown -1
  • Level 3 Cooldown -1

Métamorphe | CD = 4 tours

Switches this champion to her alternative form. Then grants an extra turn.

Kill or cure[P]

When attacked, reduces the duration of all buffs on the attacker by one turn. Occurs once per strike.

Also heals all allies except this Champion to the tune of 50% of damage sustained as soon as this Champion is hit. Occurs once per strike.

Will have

Increases allied HP by 35% in all battles.

RSL novelty image: mythical champion
Illustration by Gharol Masse-Sang for our article on the new Raid shadow Legends - Mythical Champions, which explains all you need to know about these champions.

 

Alternative form:

Magma bumping

Attacks all enemies. 20% chance to repeat the attack.

  • Level 2 Damage +10%
  • Level 3 Damage +10%

Calamitous club | CD = 3 turns

Attacks all enemies. The damage of this skill increases by 10% for each buff on this champion.
Ignores 30% of the target's DEF.

  • Level 2 Damage +10%
  • Level 3 Damage +10%

Métamorphe | CD = 4 tours

Returns this champion to her basic form. Then grants an extra turn.

Purple mist[P]

As soon as an ally attacks, this Champion has a 25% chance to team up with them and join the attack.

Damage increases as the Champion's HP drops (+1% for every 1% of HP lost).

Will have

Increases allied HP by 35% in all battles.

Frolni the Mechanic

Its history:

When the conflict between Siroth and Lumaya began, not all Dwarves sided with the latter. Some chose instead to follow the path of Darkness, putting all their malice and ingenuity at the service of Siroth's cause. Called Blacksmiths of Pain, they crafted monstrous weapons of war and destruction, black devices fueled by the agonies of the damned and evil magic.

But at the height of the Great Divorce, the Painsmiths' Demonspawn allies were banished from Teleria and suffered the wrath of their vengeful kin. Those who were not killed were exiled or fled, finding refuge in isolation, seeking out the most remote peaks to establish their new lairs.

Frolni the mechanic is the last survivor of an isolated clan. His people have made their home in the Redspike Mountains, far from the prying eyes of the dwarves of
Gloomdeep Hold. For centuries, the Frolni clan survived as best they could, becoming more and more depraved with each passing year. They mined iron from the depths of the mountains and used it to build vile machines that they used to patrol the tunnels and caverns of their territory. At night, they raided the lowlands, capturing and enslaving anyone they encountered to subject them to all manner of twisted experiments.

When Frolni reached adulthood, he enthusiastically participated in these raids. An aspiring mechanic, Frolni had a constant need for fodder for his research in applied metallurgy and an insatiable hunger for new knowledge. Those he took were condemned to a painful existence; some perished shortly thereafter, encased in glittering cocoons of brass and iron. Others lingered, their bodies imprisoned in the iron frames of Frolni's experimental war automata.

Frolni was so obsessed with his studies that when it was impossible to obtain prisoners, he experimented with new techniques.
He was so obsessed with his studies that when it was impossible to obtain prisoners, he experimented on his own family; a taboo, even among degenerate painters. Frolni took care to implicate others in the disappearances of the dwarves he experimented on, which resulted in afflicting the declining clan with unbearable suspicion and paranoia. Soon, they turned on each other, and hideous war machines, designed in the image of brass beasts or iron men, powered by steam boilers and cogwheeled hearts, clashed in the tunnels they claimed as their own.

Soon, only Frolni remained. Alone, he prowled the empty corridors, ransacking the ruined workshops, searching for anything he could use for his own research. It was during his research that he discovered a strange ark engraved with runes. Through trial and error, he learned that the structure was designed to create stable rune tunnels: magical pathways allowing rapid transit between
two locations.

Thanks to this discovery, and after several months of hard work, Frolni was able to further his research. He roamed the necropolises of the Stormwind Lands and beneath the fearsome branches of the Durham Forest, and even in the catacombs of the City of Aravia, accumulating ever more dark knowledge in the fields of alchemy, metallurgy, and sorcery.

It was during this time that Frolni stumbled upon a strange gem in an abandoned laboratory near Gloomdeep Hold, which was filled with water up to his waist. Something about this strangely flickering amethyst stone resonated with him in the deepest recesses of his soul, and he felt compelled to take it. As he grasped the gem, his mind was flooded with patterns and calculations he had never considered before.
Frolni immediately returned to his workshop and set about crafting the marvel he had imagined in his mind. After sixty days and sixty nights of intensive work, he had completed a magical-mechanical gauntlet. Driven by a dark whisper in the back of his mind, he cleverly grafted the gauntlet to his arm so that it could never be removed. As he gazed in wonder at his creation, Frolni grabbed the amethyst he wore around his neck and growled a single-word activation incantation in his clan's dialect: “Pulverize.”.

In an instant, plates of enormous baroque armor sprang from the edges of the gauntlet and spread over Frolni's form, enveloping him in their protective embrace, and a huge two-handed axe sprang from the metal of his armored hands. He felt filled with a strength he had never possessed before. But the compulsion from earlier had grown more insistent, becoming impossible to ignore.
impossible to ignore... but Frolni was not inclined to do so. He allowed himself to be guided to create a new rune tunnel and embarked on his new quest.

Recently, however, Frolni began to wonder if he was truly the master of his armor, or if he was merely a host for something more destructive.
something more destructive. Each time, it becomes more difficult for him to remove his armor, as if his creation were resisting him. When he is not encased in the armor, his entire body aches, as if the gauntlet were draining his strength to feed itself.

Worse still, more than once Frolni has woken up wearing his armor and found himself walking through tunnels toward Gloomdeep Hold... as if the armor were responding to a call he couldn't hear. Frolni is always quick to return to his lair in such cases, but even so, the compulsion that has guided him all this time calls to him from the depths with a voice like a crackling flame, demanding that he set it free.

Frolni is convinced that he must eventually do what the voice commands him to do. Otherwise, he fears, the monstrous thing he has created may never release him from its grip...

Illustration of a new mythical champion, new on RSL
Illustration by Frolni the Mechanic for our article on the new Raid shadow Legends - Mythical Champions, which explains all you need to know about these champions.

 

Basic form:

Seismic shock

Attacks 1 enemy. Ignores 5% of the target's DEF for each buff this champion benefits from.

  • Level 2 Damage +20%

Larcin sanglant | CD = 4 tours

Attacks 1 enemy. Steals 2 buffs from an enemy target. Impossible to resist this effect.

If this attack goes critical, repeat the attack once.

  • Level 2 Damage +20%
  • Level 3 Cooldown -1

Exterminate the weak | CD = 4 rounds

Attacks all enemies. Damage from this skill increases by 30% if the champion's MAX HP is higher than the MAX HP of each target.

  • Level 2 Damage +20%
  • Level 3 Cooldown -1

Métamorphe | CD = 4 tours

Switches this Champion to its alternative form. Then grants an extra turn.

Infinite science[P]

This champion's C. DEGs are increased by 1% for every 1,000 HP he possesses.

Increases this champion's MAX HP by 20 (stacks up to 100) and their Movement Speed by 20 (stacks up to 100) whenever this champion kills an enemy. Resets each round.

Will have

Increases Allied HP in all Battles by 35%

Illustration of what's new on RSL: mythical champions
Illustration by Frolni the Mechanic for our article on the new Raid shadow Legends - Mythical Champions, which explains all you need to know about these champions.

 

Alternative form:

Arcs of pain

Attacks an enemy twice. Each strike increases this champion's DEF by 5% (stacks up to 100%).

  • Level 2 Damage +20%

Grinding procedure| CD = 5 turns

Attacks an enemy. Heals this champion to the tune of 50% of its MAX HP.

Balances the HP of all allies. The HP levels of all allies are brought up to the level of the ally with the highest HP.

  • Level 2 Cooldown -1
  • Level 3 Cooldown -1

War engine | CD = 5 turns

Places a buff [Protection of alliesPlace a 50% buff on all allies except this champion for 2 turns. Also places a [Invincible] on this champion for 2 turns.

Then place a buff [Shield] for 2 turns on allies with less than 50% of VP. The [Shield] is proportional to the DEF of this champion.

  • Level 2 Cooldown -1
  • Level 3 Cooldown -1

Métamorphe | CD = 4 tours

Returns this champion to its basic form. Then grants an extra turn.

Bewitched armor [P]

When attacked, reflects 80% of damage received by this champion back to the attacker. Debuffs placed on this champion destroy the PRE of the one who produced them by 10% (stacks up to 50%).

Will have

Increases allied HP by 35% in all battles.

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19 comments on the discussion forum for "Innovations Raid shadow Legends: Mythical Champions "

  1. Salut site et annonces super sympa
    Thanks for the champions' guides
    Pseudo discord= draculian18
    My id plarium=um77226647 | 75087183

    Reply
  2. Thank you for the ebooks and all the work you do, it helps me enormously.

    And very nice job on the site, you're doing great.

    My plarium ID: um134128996 | 128962003

    Reply
  3. cuckoo alu,
    Great page, but I think we're going to have a hard time catching the super champions.

    plarium ID: um76668792 | 74557927

    Reply

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RAID: Shadow Legends

Released on : February 28, 2019

Developed by : Plarium

Edited by : Plarium

Available on : PC, Android, iOS

Genres : RPG