Raid: Shadow Legends Cursed City
The Cursed City screen of the game: four districts of 25 stages each, joined by paths, and the Eclipse Tower in the middle with Amius the Lunar Archon. Here is the city map with every stage on its place, in Normal and Hard: what a battle costs in Cursed Keys, the enemies wave by wave, each boss with stats, skills and the game's own strategy, the Awakened Stages and what the first clear gives. Every boss drops a chest of Supersonic and Merciless gear: artifacts, and on some stages accessories — rings, amulets and banners; rarity and rank vary. Pick a mode, then a stage on the map.
- Explore the Cursed CityComplete Stages with unique challenges and earn awesome rewards!
- Defeat Amius the Lunar ArchonTake on a terrifying new Boss to earn Mythical Gear and Cursed Remnants!
- Get a Mythical ChampionComplete Cursed City Quests to get Karnage the Anarch and other great rewards!
How It Works
Welcome to the Cursed City! You'll need to clear Stages across 4 Districts by moving along paths and defeating enemies, before climbing the Eclipse Tower and fighting Amius the Lunar Archon.
You'll face familiar and new challenges alike, including Double Boss Stages. Taking on two of Teleria's familiar foes at once will reward you with an Eclipse Key as well as other awesome rewards.
You'll need 3 Eclipse Keys to enter the Eclipse Tower at the heart of the Cursed City. There, you'll face off against Amius the Lunar Archon and decide the fate of Sintranos! Good luck!
Every Stage has requirements that you must meet in order to complete it. They might restrict the Rarity, Faction, Type, or Affinity of Champions you can use, and the requirements will get tougher the deeper into the city you go.
Awakened Stages are unique, as you'll need to use Awakened Champions in addition to other requirements. Your team must meet or exceed the required amount of Awakening Levels to start a battle, indicated by red stars on a Champion's portrait.
C1
C2
C3
C4
C5
C6
C7
C8
C9
C10
C11
C12
C13
C14
C15
C16
C17
C18
C19
C20
C21
C22
C23
C24
C25
D1
D2
D3
D4
D5
D6
D7
D8
D9
D10
D11
D12
D13
D14
D15
D16
D17
D18
D19
D20
D21
D22
D23
D24
D25
P1
P2
P3
P4
P5
P6
P7
P8
P9
P10
P11
P12
P13
P14
P15
P16
P17
P18
P19
P20
P21
P22
P23
P24
P25
S1
S2
S3
S4
S5
S6
S7
S8
S9
S10
S11
S12
S13
S14
S15
S16
S17
S18
S19
S20
S21
S22
S23
S24
S25
Amius the Lunar Archon
Stage S5: Iron Twins
- Cursed City Keys
- 1
What one battle costs.
Iron Twins
Iron Twins
- HP
- 1,454,490
- ATK
- 5,818
- DEF
- 3,879
- SPD
- 175
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 280
- ACC
- 300
Boss skills
-
Voltaic Pendulums
Attacks 1 enemy. Places a 30% Decrease C. RATE debuff for 4 turns. Also places a 25% Weaken debuff for 4 turns if the target is already under a Decrease C. RATE debuff. Will ignore Unkillable buffs whenever the Iron Twins’ HP is equal to or less than 40%.
After attacking the initial target, attacks all other enemies. Places a 50% Decrease ATK debuff for 4 turns. Also places a 60%Decrease DEF debuff for 4 turns on enemies under Decrease ATK debuffs.
-
Fires of Insanity Cooldown: 3 turns
Attacks all enemies. Places or extends Ironbrand debuffs on all enemies. The duration of each Ironbrand debuff given depends on each enemy’s DEF. The enemy with the highest DEF will receive 7 turns of Ironbrand. The enemy with the next highest DEF will receive 6 turns of Ironbrand, while the enemy with the next highest DEF will receive 5 turns of Ironbrand, and so on. If an enemy already has an Ironbrand debuff, the duration of their current Ironbrand debuff will be extended by this number of turns.
Ironbrand debuffs cannot be blocked or removed.
Growth Effect
Every time this skill is used, the Iron Twins’ DEF will be increased by 2.5%, plus an additional 1% for every enemy whose Affinity does not match the Iron Twins’.
The Iron Twins will not use this skill when their HP is below 40%.
-
Ruinous Swath Cooldown: 3 turns
Attacks all enemies. Places or extends Ironbrand debuffs on all enemies. The duration of each Ironbrand debuff given depends on each enemy’s ATK. The enemy with the highest ATK will receive 7 turns of Ironbrand. The enemy with the next highest ATK will receive 6 turns of Ironbrand, while the enemy with the next highest ATK will receive 5 turns of Ironbrand, and so on. If an enemy already has an Ironbrand debuff, the duration of their current Ironbrand debuff will be extended by this number of turns.
Ironbrand debuffs cannot be blocked or removed.
Growth Effect
Every time this skill is used, the Iron Twins’ ATK will be increased by 2.5%, plus an additional 1% for every enemy whose Affinity does not match the Iron Twins’.
The Iron Twins will not use this skill when their HP is below 40%.
-
Doomsday Machine Cooldown: 2 turns
Attacks all enemies 2 times. Each hit places or extends an Ironbrand debuff.
The first hit places an Ironbrand debuff whose duration depends on each enemy’s DEF. The enemy with the highest DEF will receive 5 turns of Ironbrand. The enemy with the next highest DEF will receive 4 turns of Ironbrand, while the enemy with the next highest DEF will receive 3 turns of Ironbrand, and so on. If an enemy already has an Ironbrand debuff, the duration of their current Ironbrand debuff will be extended by this number of turns.
The second hit does the same, but the duration of the Ironbrand debuffs placed depends on each enemy’s ATK instead.
After the first two hits, attacks all enemies again. The damage inflicted to each enemy increases according to the number of turns remaining on each enemy’s Ironbrand debuffs. This hit will ignore 30% of each target's DEF.
Growth Effect
Every time this skill is used, the Iron Twins’ ATK and DEF will be increased by 4%, plus an additional 1% for every enemy whose Affinity does not match the Iron Twins’.
The Iron Twins will only use this skill when their HP is below 40%.
-
Retaliatory Launch [P]
Whenever the Iron Twins’ HP drops below 80%, 60%, and 40%, removes all debuffs from the Iron Twins, then instantly attacks all enemies.
Fills the Iron Twins’ Turn Meter by 10% whenever an enemy receives a buff. Will not fill their Turn Meter if the Iron Twins are under Decrease SPD debuffs.
The Iron Twins receive 50% less damage from each subsequent hit from multi-hit skills. The damage reduction increases with every additional hit.
The Iron Twins are immune to Turn Meter reduction effects.
-
Almighty Immunity [P]
Immune to Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Petrification, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.
-
Almighty Strength [P]
Damage from skills that scale based on enemy MAX HP cannot exceed 10% of the Boss' MAX HP when attacking the Boss.
Strategy
How It Works
-
The Iron Twins are a powerful threat that requires management of both debuffs and your Champions’ Affinities if you want to come out on top.
The key to success in this fight is dealing with the Iron Twins’ unique debuff, Ironbrand, and adjusting your team to account for the Affinity of the Iron Twins.
-
Ironbrand does nothing on its own, but one of the Iron Twins’ skills, Doomsday Machine, deals damage to all Champions based on the duration of any Ironbrand debuffs currently on them. The longer you have left on an Ironbrand debuff, the more damage Doomsday Machine will do - so you need to manage Ironbrand carefully if you wish to survive.
Ironbrand cannot be blocked or removed, but it can be resisted, so building your Champions to have high Resistance can make the difference between success and failure.
-
Two of the Iron Twins’ skills, Ruinous Swath and Fires of Insanity, apply or extend Ironbrand debuffs on your Champions, based on their ATK or DEF respectively. The higher a Champion’s ATK or DEF is, the more turns of Ironbrand they’ll receive from these skills.
Not only that, but the Iron Twins will increase their own ATK or DEF each time they use these skills. If that’s not enough, the Iron Twins gain additional boosts to their ATK or DEF whenever they use these skills based on how many Champions have an Affinity different to theirs - so your Champions’ Affinities are incredibly important. You might think building a team with an Affinity that counters the Iron Twins will make the battle easier but it actually means they get even stronger, even faster.
-
With time being against you in this fight, you want to bring Champions who can deal heavy damage quickly. The longer you leave the Iron Twins alive, the longer your Ironbrand debuffs will last and the higher their ATK and DEF will get. You’ll want to stick to dealing damage with single-hit skills too, as the Iron Twins take 50% less damage from each subsequent hit of multi-hit skills.
The Iron Twins also take reduced damage from HP Burn debuffs, but while these debuffs are less effective than usual, they are still a good tool to help you take the Twins down.
-
When the Iron Twins’ HP drops below certain numbers, they’ll remove all debuffs placed on them and launch a devastating missile barrage at all Champions, so be prepared to deal with this retaliatory strike. You’ll also want to be careful when applying buffs to your team, as the Iron Twins will fill their Turn Meter by 10% each time you receive a buff. You can counter this Turn Meter fill by placing a Decrease SPD debuff on them, but they are immune to having their Turn Meter depleted or stolen.
Rewards
First clear
-
Artifact Chest
5★ 50% · 6★ 50%Rare 33.3% · Epic 33.3% · Legendary 33.3%Helmet, Chestplate, Gauntlets, Boots, Weapon, ShieldGives 4 rewards from the list
MercilessSupersonic
-
6* Epic Chaos Ore
Stage S5: Iron Twins
- Cursed City Keys
- 1
What one battle costs.
Iron Twins
Iron Twins
- HP
- 2,413,274
- ATK
- 14,301
- DEF
- 9,534
- SPD
- 200
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 280
- ACC
- 300
Boss skills
-
Voltaic Pendulums
Attacks 1 enemy. Places a 30% Decrease C. RATE debuff for 4 turns. Also places a 25% Weaken debuff for 4 turns if the target is already under a Decrease C. RATE debuff. Will ignore Unkillable buffs whenever the Iron Twins’ HP is equal to or less than 40%.
After attacking the initial target, attacks all other enemies. Places a 50% Decrease ATK debuff for 4 turns. Also places a 60%Decrease DEF debuff for 4 turns on enemies under Decrease ATK debuffs.
-
Fires of Insanity Cooldown: 3 turns
Attacks all enemies. Places or extends Ironbrand debuffs on all enemies. The duration of each Ironbrand debuff given depends on each enemy’s DEF. The enemy with the highest DEF will receive 7 turns of Ironbrand. The enemy with the next highest DEF will receive 6 turns of Ironbrand, while the enemy with the next highest DEF will receive 5 turns of Ironbrand, and so on. If an enemy already has an Ironbrand debuff, the duration of their current Ironbrand debuff will be extended by this number of turns.
Ironbrand debuffs cannot be blocked or removed.
Growth Effect
Every time this skill is used, the Iron Twins’ DEF will be increased by 2.5%, plus an additional 1% for every enemy whose Affinity does not match the Iron Twins’.
The Iron Twins will not use this skill when their HP is below 40%.
-
Ruinous Swath Cooldown: 3 turns
Attacks all enemies. Places or extends Ironbrand debuffs on all enemies. The duration of each Ironbrand debuff given depends on each enemy’s ATK. The enemy with the highest ATK will receive 7 turns of Ironbrand. The enemy with the next highest ATK will receive 6 turns of Ironbrand, while the enemy with the next highest ATK will receive 5 turns of Ironbrand, and so on. If an enemy already has an Ironbrand debuff, the duration of their current Ironbrand debuff will be extended by this number of turns.
Ironbrand debuffs cannot be blocked or removed.
Growth Effect
Every time this skill is used, the Iron Twins’ ATK will be increased by 2.5%, plus an additional 1% for every enemy whose Affinity does not match the Iron Twins’.
The Iron Twins will not use this skill when their HP is below 40%.
-
Doomsday Machine Cooldown: 2 turns
Attacks all enemies 2 times. Each hit places or extends an Ironbrand debuff.
The first hit places an Ironbrand debuff whose duration depends on each enemy’s DEF. The enemy with the highest DEF will receive 5 turns of Ironbrand. The enemy with the next highest DEF will receive 4 turns of Ironbrand, while the enemy with the next highest DEF will receive 3 turns of Ironbrand, and so on. If an enemy already has an Ironbrand debuff, the duration of their current Ironbrand debuff will be extended by this number of turns.
The second hit does the same, but the duration of the Ironbrand debuffs placed depends on each enemy’s ATK instead.
After the first two hits, attacks all enemies again. The damage inflicted to each enemy increases according to the number of turns remaining on each enemy’s Ironbrand debuffs. This hit will ignore 30% of each target's DEF.
Growth Effect
Every time this skill is used, the Iron Twins’ ATK and DEF will be increased by 4%, plus an additional 1% for every enemy whose Affinity does not match the Iron Twins’.
The Iron Twins will only use this skill when their HP is below 40%.
-
Retaliatory Launch [P]
Whenever the Iron Twins’ HP drops below 80%, 60%, and 40%, removes all debuffs from the Iron Twins, then instantly attacks all enemies.
Fills the Iron Twins’ Turn Meter by 10% whenever an enemy receives a buff. Will not fill their Turn Meter if the Iron Twins are under Decrease SPD debuffs.
The Iron Twins receive 50% less damage from each subsequent hit from multi-hit skills. The damage reduction increases with every additional hit.
The Iron Twins are immune to Turn Meter reduction effects.
-
Almighty Immunity [P]
Immune to Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Petrification, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.
-
Almighty Strength [P]
Damage from skills that scale based on enemy MAX HP cannot exceed 10% of the Boss' MAX HP when attacking the Boss.
Strategy
How It Works
-
The Iron Twins are a powerful threat that requires management of both debuffs and your Champions’ Affinities if you want to come out on top.
The key to success in this fight is dealing with the Iron Twins’ unique debuff, Ironbrand, and adjusting your team to account for the Affinity of the Iron Twins.
-
Ironbrand does nothing on its own, but one of the Iron Twins’ skills, Doomsday Machine, deals damage to all Champions based on the duration of any Ironbrand debuffs currently on them. The longer you have left on an Ironbrand debuff, the more damage Doomsday Machine will do - so you need to manage Ironbrand carefully if you wish to survive.
Ironbrand cannot be blocked or removed, but it can be resisted, so building your Champions to have high Resistance can make the difference between success and failure.
-
Two of the Iron Twins’ skills, Ruinous Swath and Fires of Insanity, apply or extend Ironbrand debuffs on your Champions, based on their ATK or DEF respectively. The higher a Champion’s ATK or DEF is, the more turns of Ironbrand they’ll receive from these skills.
Not only that, but the Iron Twins will increase their own ATK or DEF each time they use these skills. If that’s not enough, the Iron Twins gain additional boosts to their ATK or DEF whenever they use these skills based on how many Champions have an Affinity different to theirs - so your Champions’ Affinities are incredibly important. You might think building a team with an Affinity that counters the Iron Twins will make the battle easier but it actually means they get even stronger, even faster.
-
With time being against you in this fight, you want to bring Champions who can deal heavy damage quickly. The longer you leave the Iron Twins alive, the longer your Ironbrand debuffs will last and the higher their ATK and DEF will get. You’ll want to stick to dealing damage with single-hit skills too, as the Iron Twins take 50% less damage from each subsequent hit of multi-hit skills.
The Iron Twins also take reduced damage from HP Burn debuffs, but while these debuffs are less effective than usual, they are still a good tool to help you take the Twins down.
-
When the Iron Twins’ HP drops below certain numbers, they’ll remove all debuffs placed on them and launch a devastating missile barrage at all Champions, so be prepared to deal with this retaliatory strike. You’ll also want to be careful when applying buffs to your team, as the Iron Twins will fill their Turn Meter by 10% each time you receive a buff. You can counter this Turn Meter fill by placing a Decrease SPD debuff on them, but they are immune to having their Turn Meter depleted or stolen.
Rewards
First clear
-
6* Mythical Chaos Ore
-
Artifact Chest
5★ 40% · 6★ 60%Epic 20% · Legendary 40% · Mythical 40%Helmet, Chestplate, Gauntlets, Boots, Weapon, ShieldGives 6 rewards from the list
MercilessSupersonic
CURSED CITY QUESTS
Complete special Cursed City Quests and earn Cursed Candles or Occult Cursed Candles to get additional prizes!
On both Normal and Hard Difficulty, the Quests will remain the same. They are:
- Clear 25 Stages
- Clear 50 Stages
- Clear 101 Stages
- Clear 6 Awakened Stages
- Clear 12 Awakened Stages
- Defeat Amius the Lunar Archon
Normal · Cursed Candles
-
100
Cursed Chest
CURSED CHEST REWARDS FROM NORMAL DIFFICULTY
Completing Cursed City Quests on Normal difficulty will earn you Cursed Candles. Collect 100 Cursed Candles to receive a Cursed Chest that contains 4 rewards from the following pool:
Hard · Occult Cursed Candles
-
500
Karnage the Anarch
-
100
Cursed Chest
Completing Cursed City Quests on Hard difficulty will earn you Occult Cursed Candles. The more Occult Cursed Candles you collect, the more rewards you'll earn! If you get 500 Occult Cursed Candles, you will receive a Mythical Champion, Karnage the Anarch!
After receiving Karnage the Anarch, you can keep earning Occult Cursed Candles to get more Cursed Chests with rewards. Same as Cursed Candles, you'll need 100 Occult Cursed Candles to get a Cursed Chest. Some Cursed Chest rewards can only be obtained once.