New in Raid shadow Legends: Mythical Champions

Table of contents

What are Mythical Champions? :

Mythic Champions are a brand-new rarity of champion in RAID: Shadow Legends who have access to two forms, each with its own skills. A Mythic Champion can play different roles in his alternate form. He uses a unique skill called Metamorphosis to switch from one form to the other - 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 enhanced by mythical tomes.
  • They are mainly 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 Firstborns from the mortal world. But if such second-order manifestations of Light and Darkness could exist on Teleria, could they be merged 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 called their ideas crazy, but the Nephilim were competent and determined, and funded by wealthy obsessives.
wealthy obsessives. After long preparation, 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 magics and ancient relics, the Nephilists numbed the link between the Demonspawn's body and soul and bound him with gnawed silver chains.

The Nephilists built a tower to contain their catch and strengthen its magical bonds, on a secluded knoll in the Dusk 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 were to chain a Lightbringer and force it to cohabit with the Demonspawn form was the most important and best-kept secret of their sect. This secret, along with all the participants in the final ritual, had perished at the time of Siegfrund's fusion.
The very concept of creating a Nephilim has been violently expunged from Telerian history by its own making.

The middlemen who supplied the Nephilists with provisions eventually arrived with a cargo and discovered the tower destroyed, with only the first floor partially standing. The porters fled in terror, and that was the end of the Nephilists and their mad project, as far as anyone could tell. But for Siegfrund the Nephilim, the destruction of the tower was only the explosive beginning of a secret, tortured existence.

Siegfrund emerged from the rubble 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 Nephilim, but their powerful energies of Light and Dark continued to rage.
But their powerful energies of light and dark were unleashed within him, as were their blurred souls, constantly supplanting and canceling each other out in a chaotic balance. Siegfrund disappeared from the ruined tower into the Krokhan desert. There, he found the entrance to an ancient underground tomb and retreated, not to escape the scorching sun, but by reflex, to isolate himself and hide from the world. Siegfrund knew he shouldn't exist; he wanted to get rid of himself, but also feared what might happen if he did. His fractured, 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, put on the armor and resumed the same pose, thus becoming dead to the world while remaining alive. For centuries, he lay undisturbed in the grave, contemplating his own existence, his form blending with the plate he wore,
so that she becomes herself.

In this long isolation, Siegfrund could better integrate his two halves, Demonspawn and Lightbringer, but only in the realm of his thoughts - he didn't dare wake up himself, but only prepared to do so in mortal meditation. He had to keep control of 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 he mustn't extinguish either, for gestalt was the essence of Teleria, and he was of Teleria.

Siegfrund was finally discovered by the ghoul-thralls of Irethi and, soon after, a crowd of fascinated necromancers arrived. They wished to perform macabre experiments on Siegfrund, but unbeknownst to them, he was listening in on their discussion and decided that the time had come to test his control over his hybrid being.
the control he exerted over his hybrid being. When he emerged from the sepulchre, the necromancers were terrified, suspecting 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 of necromancer brains with a blow from his enormous shield. The righteous fury of the Lightbringer within him shone through - perhaps he was a particularly fierce crusader.

The last sorcerer begged for mercy, but too late, as Siegfrund plunged his heavy blade into the necromancer's torso. Hearing the plea, Siegfrund was struck with grief and confusion. The will to learn, grow and change is the very essence of the Darkness, and Siegfrund saw the death of the apparently repentant necromancer as an affront to that desire.
His stern, emotionless Lightbringer half-receded, and Siegfrund transformed and deformed, sprouting great wings and glowing with the magma fire of Darkness that represents primordial regeneration. Even his attire changed to reflect this altered balance, and his sword spontaneously reforged. Doing what came naturally to him, like an amnesiac recovering lost memories, Siegfrund sewed up the sorcerer's flesh and anchored in it the latter's soul, which had been rapidly extinguished. Restored to life, the necromancer taught Siegfrund about Teleria and its history. At last, Siegfrund began to realize what he really 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 the champion's debuffs 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, attacks all remaining enemies with 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 ally 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

Lumière de l'au-delà | CD = 6 tours

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 allied ATQ by 35% in all battles.

Arbais Pierrépine

Its history:

Woodland legends speak of Arbais le Cicorne, a Fae both beautiful and terrible who prowls the darkest groves and dangerous borders of the Bois de Brume. Before she became the partly petrified, embittered shadow of her former self, she began life as a much more peaceful, harmonious entity.

The Arbaïs chrysalis grew up next to the ancient heart tree, near the center of the Misty Woods, 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 customs and her place in it, communing with birds and beasts, branches and bark. Although she had made the whole great forest her home, she often returned to the side of the Tree of Hearts, setting down her roots where she had first grown, intertwining them with those of the other. The Tree-Heart was like a mother, a wise and protective spirit whose rhythm sang to Arbaïs until she fell asleep.

When she slept, Arbaïs did so for many years, and it was during one of these periods that things changed. A darkness, propagated by Siroth's servants, sprang from the Tree-Heart. Gradually, 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 to discover to her horror that it wasn't 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 to Arbaïs' body, whose wood was now impregnated with Siroth's darkness. Sick and repulsed, she first tried to communicate with the Tree-Heart, to warn him, to make him stop, but he showed no gratitude. In despair, she called the surrounding trees, but they too were contaminated.
Panicking, she tried to physically remove the corruption from the Tree-Heart, but found herself breaking and shattering parts of it, to no avail - the taint had seeped too deeply. As her agony intensified and she felt the contagion building inside her, Arbaïs realized there was only one way to preserve herself from the taint: physically separate herself from the tree she had once adored above all else.

With great difficulty, Arbaïs tore her roots from those of the Tree-Heart, weeping with pain and sorrow, her whole body trembling. In freeing herself, she tore off part of the oldest tree, leaving behind a part of herself.

Arbaïs staggered away in a haze of anguish and agony, his lament sending shivers through whole swathes of 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, her bark was beginning to petrify. Only by connecting with the forest could she cling to life - she planted herself for a time in the Whispering Glade and embraced the sunlight, and her roots drank from the fresh, renewed waters of the Green Run Stream. Gradually, its vital force became constant and regular once more.

As she recovered, Arbaïs discovered the fragment of the Tree of the Heart that had been torn out by its roots. Rather than damaging it, she kept it, her listening nature telling her that although 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, and recalled a happier past and a frightening present.
The whole of the Misty Wood 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, with flesh as emerald as the forest canopy, wrapped in a moss cloth, and who spoke with a voice like the breath of the wind in the eaves. Arbaïs could change shape, and when she joined the sylvan elves forming the vanguard of the army, she took one with whom they could empathize more.

In the battles that followed, Arbaïs fought like no other. The sight of the Heart Tree, deformed beyond recognition after decades of further corruption, filled her with a fury she'd never known before. She led the assault against the corrupt Fae, the Demonspawn and the forces of the Mikage Autocracy who were using the tree as a locus,

plunging its roots into their bodies and draining them of life, its whip-like vines severing heads and limbs. She began to slaughter the enraged and defiled Fae who assailed her, tearing off their wings and stabbing them with their screaming features. She shed bitter tears of amber sap and reverted to her original tree form as she fought. Its stone bark was impervious to the blows of the beings it had once considered family, and which it uprooted to make its way to the Tree of Hearts itself. The struggle to purge its darkness was even more painful than the one she waged for Arbaïs, but in the end, Siroth's evil had been banished.

If the remains of the Heart Tree were no longer tainted by the Shadow God, the taint could not be reversed. Arbais would never again be able to settle peacefully among its roots, which were now gouged and charred, nor drink from a soil on which lay the rotting remains of countless fallen warriors.
of countless fallen warriors. Her soul felt as empty as the dead husks of the trees at the battle site. For a time, she wandered the forest, tracking the remnants of the forces of evil. Today, known as Arbais the Cormorant, she spends whole years planted on 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 available to all enemies. Increases the duration of all allied 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 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 [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 ally's ITV 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.

Clutter of thorns[P]

When attacked, place a debuff [Reduced VIT30% 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 tiny. The myth that skinwalkers are influenced by the moon originated with Mezomel Luperfang, descendant of the Moonlight, although 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 deformations of their basic forms. Bitter Skinwalkers claim that the myth of Skinwalker lunacy 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's always that kernel of truth: Mezomel Luperfang, the skinwalker who sold her allegiance to the fae duke of Moonlight.
Mezomel was once an itinerant human who lived from odd jobs in Yakai country. One day, Mezomel was lured out of town and into a thicket by a lover. Her partner had fun running away from her in the woods and Mezomel followed him, but the two got separated. Mezomel searched, thinking it was a light-hearted 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 cried out her frustration and asked her partner to show himself - and what emerged from behind a tall ginkgo tree was his spitting image. She froze as the double took on the voice of her lover. Her double became the fox she'd seen, then the deer and the owl, then her lover, before taking on her true form. She found herself face to face with a kitsune from folklore, a fox-eared woman radiating cold beauty. The kitsune
introduced herself as Hazen-Shu. Mezomel asked why Hazen-Shu had lived in town in disguise, and teased and flirted with her. Hazen-Shu simply laughed, spun on her heels and ran into the woods in her true form. Hypnotized and even more confused than before, Mezomel followed 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 wounded the mother, who immediately attacked him. Under the effect of adrenalin, Mezomel killed the animal with her dagger. She was struck by the skinwalkers' curse 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 as
ruthless.

But Mezomel couldn't easily track down a shapeshifter. She wandered alone, searching relentlessly, and ended up near the misty woods. One full-moon night, she couldn't sleep and sat down on a hilltop to brood. 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 he appears as an elf, a glittering 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 the Reeds. It was not for Mezomel to wonder why Reeds and Moonlight should be at odds. He offered her revenge and answers if she accepted his suzerainty. She would become Touched by the Fairy,
unlike all the other Skinwalkers, and would share the Duke's link with 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 him with moondust, and the pact was sealed. His lupine body grew bigger, stronger and faster. Her limbs and claws lengthened, her skin hardened and her fur grew denser. For a few moments, she revelled in her new 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 needed 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 a terrifying strength and ferocity that enabled her to fight like an army composed of a single beast. Confessor Grolus, a skinwalker-hating demagogue of the Sacred Order, led an expedition to hunt her down, but Mezomel crushed her eggshell-heavy armor and left her in a heap of mangled organs and broken ribs. One day, the Prince of the Reeds sent his servant Archelon, a wise and ancient snapping turtle the size of a house, to deal with Mezomel - she bit Archelon's neck, ripped his head from his body and feasted on the meat contained in his enormous carapace. These savage exploits, and many others, 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 the Mezomel legend. Some say the Prince of Reeds was too cunning and kept Hazen-Shu well hidden. Others say that Mezomel eventually realized that she had been
and that the Duke of Moonlight had given up 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 is 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 Gaellen Pact's failed invasion of Kaerok. The Gharol clan wandered for years, leading a nomadic existence. Eventually, they found a place of their own: an oasis in the Krokhan desert. Surrounded by rocks and arid lands, the water was pure and fresh, the soil rich and fertile, and the game abundant. The Orcs built a new life for themselves, isolated from all those 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 if many hoped never to have to do so again. It was into this idyllic, if somewhat difficult, life that Gharol was born.

Daughter of the clan chief, Gharol grew to adulthood knowing she was destined to lead the clan.
knowing she was destined to lead her people. But she wanted more. Gharol had grown up with tales of the Gaellen war and the heroes of yesteryear, and 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 prowling the desert. She soon set her sights on the trade caravans of Velyzar and Ireth. This was to be the downfall of her and her clan.

When Gharol attacked a particularly tempting slave caravan bound for Ireth, she and her group found themselves outgunned for the first time. They were repelled by undead guards who felt neither pain nor fatigue, and by the dark magic of the sorcerers controlling them. Orcs were reduced to ashes or burned in clouds of blood.
in clouds of blood. Many were captured. Gharol and his last 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 swiftly. Imagining the oasis in their minds, they transformed the water in its many pools into frothy, burning blood, from which undead warriors sprang up 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 undead horde. After a bitter conflict, Gharol's clan was reduced to a few bloody individuals, captured for the amusement of Ireth's mage lords, 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 orcish endurance and strength. One by one, Gharol's companions succumbed to the attentions of their captors 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 angry or wounded, Gharol's blood burned like fire and became malleable. Her musculature swelled, she acquired a thick, whip-like tail and bony protuberances sprouted from her flesh, forming a carapace that merged with the tattered armor she still wore. Her feet turned into hooves and her features contorted into a monstrous face.
his features contorted into a monstrous visage. To say that his captors were satisfied was an understatement. The only flaw, from their point of view, was that Gharol returned to normal after a while. But they were certain that, with further experimentation, they could prevent this.

They wouldn't get the chance. Gharol did not remain idle during her captivity. After some experimentation, she discovered that she could channel her fury and pain and voluntarily activate the transformation, by slashing her flesh and spilling her own flaming blood. She hid this discovery from her jailers and ceased her resistance, so that they came to believe she was broken in mind and spirit. As a result, the guards relaxed, seeing her as just another submissive slave. She posed no problem as they escorted her to the laboratories of the mage lords, day after day, until they stopped paying attention to her altogether.
Gharol seized her chance. One day, as the guards came to take her to the laboratories, she transformed. Gharol shattered the guards' lives and used her great hooves to claw her way to freedom over their mutilated corpses, seizing a huge hammer and coating it with her magma 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 numerous guards and, in the confusion, escaped with as many slaves as she was willing to follow.

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 that it would serve as a refuge for them as it had for her people in the past, and ordered her sorcerers to ensure that the waters of the oasis would never again be used by necromancers.
Since then, she's drawn others under her banner: orcs, skinwalkers and ogryns in search of a strong leader and a place to settle, nomads hoping to plunder Ireth's riches and other fugitives. His small group 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 less than three expeditions sent to capture or destroy them, causing consternation among the mage lords. So much so that some claim that the vizier Ovelis himself is now interested in the matter.

Whatever the case, Gharol Bloodmaul is now preparing his new clan for all-out war against Ireth, and woe betide anyone who stands 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 the attacker's buffs 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 of teaming up with it and joining 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 had to suffer the reprisals of their vengeful relatives. Those who were not killed were exiled or fled, and found refuge in isolation, seeking out the remotest peaks to set up their new lairs.

Frolni the mechanic is the last survivor of an isolated clan. His people have made their home in the mountains of Redspike, far from the prying eyes of the dwarves from
Gloomdeep Hold. For centuries, the Frolni clan survived as best they could, growing debased with each passing year. They extracted iron from deep in the mountains and used it to make vile machines they used to patrol the tunnels and caverns of their territory. At night, they raided the lowlands, capturing and enslaving anyone they came across and subjecting them to all manner of twisted experiments.

When Frolni reached adulthood, he participated enthusiastically in these raids. A budding mechanic, Frolni had a constant need for fodder for his research into applied metallurgy and an overflowing hunger for new knowledge. Those he caught were condemned to a painful existence; some perished soon after, wrapped in coruscating 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 he couldn't get 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 was careful to implicate others in the disappearances of the dwarves he experimented on, which had the effect of afflicting the dwindling 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 cogwheel hearts, clashed in the tunnels they claimed as their own.

Soon, only Frolni remained. Alone, he prowled the empty corridors, pillaging the ruined workshops, looking for anything he could use for his own research. It was during his search that he came across a strange arch engraved with runes. Through trial and error, he learned that the structure was intended 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 push his research further. He prowled the necropolises of the Stormwind Lands and under the fearsome boughs of Durham Forest, and even the catacombs of the City of Aravia, accumulating ever more arcane knowledge in the fields of alchemy, metallurgy and sorcery.

It was around this time that Frolni came across a strange gem in an abandoned laboratory near Gloomdeep Hold, which was filled to the waist with water. Something about this strangely flickering amethyst stone resonated with him in the deepest recesses of his soul, and he felt compelled to grab hold of it. As he grasped the gemstone, his mind was invaded by patterns and calculations he'd never considered before.
Frolni immediately returned to his workshop and set about crafting the marvel he had imagined in his head. After sixty days and sixty nights of intensive work, he had completed a magical-mechanical gauntlet. Prompted 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. While gazing in wonder at his creation, Frolni grasped the amethyst, hung it around his neck and growled a one-word activation incantation in his clan's dialect: "Pulverize".

Within moments, 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. But the compulsion of earlier had become more insistent, impossible to ignore.
impossible to ignore... but Frolni was not inclined to do so. He let himself be guided to create a new runic tunnel and set off on his new quest.

Recently, however, Frolni began to wonder whether he was really the master of his armor, or just a host for something more destructive.
something more destructive. Each time, it's harder for him to shake off the armor, as if his creation is resisting him. When he's not encased in armor, his whole body aches, as if the gauntlet is robbing him of the strength to feed himself.

Worse still, on more than one occasion, Frolni has woken up wearing his armor and walked through tunnels towards Gloomdeep Hold... as if the armor were answering 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 in a voice like a crackling flame, demanding that he release it.

Frolni is convinced that he must eventually do as the voice commands. Otherwise, he fears, the monstrous thing he has created may never free 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% (accumulates to 100%) and VIT by 20 (accumulates to 100) whenever this Champion kills an enemy. Resets every 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

Attack an enemy 2 times. Each strike increases the champion's DEF by 5% (accumulates 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, returns 80% of the damage received by this champion to the attacker. Debuffs placed on this champion destroy the generator's ERP by 10% (accumulates 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. 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
  2. Salut site et annonces super sympa
    Thanks for the champions' guides
    Pseudo discord= draculian18
    My id plarium=um77226647 | 75087183

    Reply

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