Raid: Shadow Legends Doom Tower
The Doom Tower screen of the game: 120 floors with a boss on every tenth and the Secret Rooms on the side, in Normal and Hard. Every floor is here — its enemies (champions of the game, on boss floors the boss with stats and skills), what a battle costs in Silver or Gold Keys, the first clear rewards and what drops. Pick the rotation and the mode, then a floor on the tower.
Opens at level 40
Floor 30 · Scarab King
- Silver Keys
- 1
What one battle costs.
Wave 1
Wave 2
Borgoth
Scarab King
- HP
- 189,030
- ATK
- 1,890
- DEF
- 1,260
- SPD
- 150
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 50
- ACC
- 50
Boss skills
-
Madness Fog
Attacks all enemies. Places a 50% Decrease ATK debuff and a 30% Decrease SPD debuff for 2 turns.
Places an extra hit on enemies that have no Shield buffs. The extra hit places a Provoke debuff for 1 turn.
-
Vile Absorption Cooldown: 3 turns
Attacks all enemies. Places an extra hit on each enemy for each buff on the target.
Each extra hit steals one random buff from enemies that have no Shield buffs and removes one random buff from enemies under Shield buffs.
Places a True Fear debuff for 1 turn on enemies who have buffs stolen, and a Fear debuff for 1 turn on enemies who have buffs removed.
-
Spectral Horror [P]
Decreases the damage received according to how much Borgoth’s MAX HP has been destroyed by.
Damage received is decreased by:
- 90% if Borgoth’s MAX HP has been destroyed by less than 10%.
- 60% if Borgoth’s MAX HP has been destroyed by between 10% and 20%.
- 30% if Borgoth’s MAX HP has been destroyed by between 20% and 30%.
- 0% if Borgoth’s MAX HP has been destroyed by more than 30%.
-
Easy Prey [P]
Counterattacks when attacked by an enemy that has no Shield buff.
-
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.
Rewards
May drop in a battle
-
Scarab Claws
× 6–11
100%
First clear
-
Scarab Claws
× 25
-
Rank 3 Chicken
× 2
Strategy
How It Works
-
Borgoth has three major dangers: if any Champion doesn't have Shields and they attack, the whole team can get into a Provoke spiral you can never recover from. If your team has too many Buffs and not enough DEF, Borgoth will use his Vile Absorption skill to strip everything and wreck your team, almost certainly leading to another Provoke spiral. And third, he basically ignores any damage you deal to him until you destroy his MAX HP and break his damage shield.
-
The Scarab King requires extremely specific teams of Champions to overcome. To deal with the Provoke spirals, you need high-SPD Champions that can put up Shield buffs on short cooldowns, preferably more than one. It only takes a single unshielded attack to wipe most teams, so every Champion has to have a Shield at all times. Champions that can extend allied buff durations can help with this, as can any Champions that give themselves Shields every time they attack. You can also make use of the Shield Artifact Set to give your Champions time to use their Shield skills at the start of the battle.
-
As for dealing with the Scarab King's Vile Absorption skill, limiting the types of buffs placed on your team can be a real asset - only bring the buffs you're sure to need. Beyond that, though, high DEF can help your Shields survive the onslaught.
-
Lastly, you will not be able to defeat Borgoth without Champions that can destroy MAX HP. While there aren’t many Champions that can do this inherently, a Champion with a Destroy Artifact Set will be able to do the job.
Floor 30 · Scarab King
- Silver Keys
- 1
What one battle costs.
Wave 1
Wave 2
Borgoth
Scarab King
- HP
- 581,805
- ATK
- 5,818
- DEF
- 3,879
- SPD
- 200
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 150
- ACC
- 150
Boss skills
-
Madness Fog
Attacks all enemies. Places a 50% Decrease ATK debuff and a 30% Decrease SPD debuff for 2 turns.
Places an extra hit on enemies that have no Shield buffs. The extra hit places a Provoke debuff for 1 turn.
-
Vile Absorption Cooldown: 3 turns
Attacks all enemies. Places an extra hit on each enemy for each buff on the target.
Each extra hit steals one random buff from enemies that have no Shield buffs and removes one random buff from enemies under Shield buffs.
Places a True Fear debuff for 1 turn on enemies who have buffs stolen, and a Fear debuff for 1 turn on enemies who have buffs removed.
-
Spectral Horror [P]
Decreases the damage received according to how much Borgoth’s MAX HP has been destroyed by.
Damage received is decreased by:
- 90% if Borgoth’s MAX HP has been destroyed by less than 10%.
- 60% if Borgoth’s MAX HP has been destroyed by between 10% and 20%.
- 30% if Borgoth’s MAX HP has been destroyed by between 20% and 30%.
- 0% if Borgoth’s MAX HP has been destroyed by more than 30%.
-
Easy Prey [P]
Counterattacks when attacked by an enemy that has no Shield buff.
-
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.
Rewards
May drop in a battle
-
Scarab Claws
× 1–3
50%
-
Scarab Claws
× 1
50%
First clear
-
Scarab Claws
× 25
-
Scarab Claws
× 10
-
Epic Skill Tome
Strategy
How It Works
-
Borgoth has three major dangers: if any Champion doesn't have Shields and they attack, the whole team can get into a Provoke spiral you can never recover from. If your team has too many Buffs and not enough DEF, Borgoth will use his Vile Absorption skill to strip everything and wreck your team, almost certainly leading to another Provoke spiral. And third, he basically ignores any damage you deal to him until you destroy his MAX HP and break his damage shield.
-
The Scarab King requires extremely specific teams of Champions to overcome. To deal with the Provoke spirals, you need high-SPD Champions that can put up Shield buffs on short cooldowns, preferably more than one. It only takes a single unshielded attack to wipe most teams, so every Champion has to have a Shield at all times. Champions that can extend allied buff durations can help with this, as can any Champions that give themselves Shields every time they attack. You can also make use of the Shield Artifact Set to give your Champions time to use their Shield skills at the start of the battle.
-
As for dealing with the Scarab King's Vile Absorption skill, limiting the types of buffs placed on your team can be a real asset - only bring the buffs you're sure to need. Beyond that, though, high DEF can help your Shields survive the onslaught.
-
Lastly, you will not be able to defeat Borgoth without Champions that can destroy MAX HP. While there aren’t many Champions that can do this inherently, a Champion with a Destroy Artifact Set will be able to do the job.
Opens at level 40
Floor 30 · Nether Spider
- Silver Keys
- 1
What one battle costs.
Wave 1
-
Lord Shazar
Lvl. 110
-
Lord Shazar
Lvl. 110
-
Zavia
Lvl. 110
-
Tyrant Ixlimor
Lvl. 110
-
Tyrant Ixlimor
Lvl. 110
Wave 2
Agreth
Nether Spider
- HP
- 597,051
- ATK
- 1,061
- DEF
- 1,061
- SPD
- 150
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 50
- ACC
- 50
Boss skills
-
Envenomed Strands
Attacks all enemies. Places a 5% Poison debuff on all enemies for 4 turns.
Will repeat the attack 1 time for each Spiderling without any active buffs. The Poison debuffs cannot be resisted or blocked.
-
Brood Feast Cooldown: 3 turns
Spawns 4 Spiderlings, then places a Counterattack buff on all Spiderlings for 3 turns.
Will team up with all Spiderlings to attack all enemies if a Spiderling is spawned by this skill.
Agreth will attack with this Skill at the beginning of the round.
[Agreth can have a maximum of 4 Spiderlings in battle at any time.]
-
Elder Lurker [P]
Counterattacks whenever an enemy decreases Agreth’s Turn Meter.
The damage inflicted is equal to the amount of Turn Meter lost. Will ignore 100% of DEF.
-
Tide of Toxins [P]
Attacks all enemies at the start of each turn. Deals damage from all Poison debuffs on each enemy instantly.
When attacked by an enemy under a Poison debuff, increases the duration of all debuffs on the attacker by 1 turn, then places a 25% Poison Sensitivity debuff on them for 3 turns.
When attacked by an enemy that has no Poison debuff, places a 5% Poison debuff on the attacker for 4 turns. This debuff cannot be blocked or resisted.
-
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.
-
Almighty Persistence [P]
All Turn Meter reduction effects are decreased by 50% when used against the Boss.
Rewards
May drop in a battle
-
Nether Eggs
× 6–11
100%
First clear
-
Nether Eggs
× 25
-
Rank 4 Chicken
Strategy
How It Works
-
Agreth is an interesting challenge, as she thoroughly punishes AoE teams. Spiderling counterattacks will heal Agreth far faster than most teams can hurt her, not to mention the Poison they can stack up on your team. There is also a risk to bringing Champions that reduce Turn Meters, but with enough protection and healing, the risk is worth it.
-
It’s crucial to make sure that Spiderlings never counterattack or get a turn, so bringing Champions with AOE Stuns or Freezes will help you to defeat the Boss.
-
Last but not least, you will need to remove Poison from your team. These debuffs can’t be blocked or resisted, so the only way to deal with them is to remove them, and quickly - the Nether Spider will spit them back as direct damage every time she gets a turn, so waiting them out isn’t an option. However, they only deal damage, so powerful healing can counteract the effects if you can’t remove debuffs fast enough.
Floor 30 · Nether Spider
- Silver Keys
- 1
What one battle costs.
Wave 1
-
Lord Shazar
Lvl. 180
-
Lord Shazar
Lvl. 180
-
Zavia
Lvl. 180
-
Tyrant Ixlimor
Lvl. 180
-
Tyrant Ixlimor
Lvl. 180
Wave 2
Agreth
Nether Spider
- HP
- 7,272,465
- ATK
- 3,879
- DEF
- 3,879
- SPD
- 200
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 150
- ACC
- 150
Boss skills
-
Envenomed Strands
Attacks all enemies. Places a 5% Poison debuff on all enemies for 4 turns.
Will repeat the attack 1 time for each Spiderling without any active buffs. The Poison debuffs cannot be resisted or blocked.
-
Brood Feast Cooldown: 3 turns
Spawns 4 Spiderlings, then places a Counterattack buff on all Spiderlings for 3 turns.
Will team up with all Spiderlings to attack all enemies if a Spiderling is spawned by this skill.
Agreth will attack with this Skill at the beginning of the round.
[Agreth can have a maximum of 4 Spiderlings in battle at any time.]
-
Elder Lurker [P]
Counterattacks whenever an enemy decreases Agreth’s Turn Meter.
The damage inflicted is equal to the amount of Turn Meter lost. Will ignore 100% of DEF.
-
Tide of Toxins [P]
Attacks all enemies at the start of each turn. Deals damage from all Poison debuffs on each enemy instantly.
When attacked by an enemy under a Poison debuff, increases the duration of all debuffs on the attacker by 1 turn, then places a 25% Poison Sensitivity debuff on them for 3 turns.
When attacked by an enemy that has no Poison debuff, places a 5% Poison debuff on the attacker for 4 turns. This debuff cannot be blocked or resisted.
-
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.
-
Almighty Persistence [P]
All Turn Meter reduction effects are decreased by 50% when used against the Boss.
Rewards
May drop in a battle
-
Nether Eggs
× 1–3
50%
-
Nether Eggs
× 1
50%
First clear
-
Nether Eggs
× 25
-
Nether Eggs
× 10
-
Rank 5 Chicken
Strategy
How It Works
-
Agreth is an interesting challenge, as she thoroughly punishes AoE teams. Spiderling counterattacks will heal Agreth far faster than most teams can hurt her, not to mention the Poison they can stack up on your team. There is also a risk to bringing Champions that reduce Turn Meters, but with enough protection and healing, the risk is worth it.
-
It’s crucial to make sure that Spiderlings never counterattack or get a turn, so bringing Champions with AOE Stuns or Freezes will help you to defeat the Boss.
-
Last but not least, you will need to remove Poison from your team. These debuffs can’t be blocked or resisted, so the only way to deal with them is to remove them, and quickly - the Nether Spider will spit them back as direct damage every time she gets a turn, so waiting them out isn’t an option. However, they only deal damage, so powerful healing can counteract the effects if you can’t remove debuffs fast enough.
Opens at level 40
Floor 30 · Celestial Griffin
- Silver Keys
- 1
What one battle costs.
Wave 1
Wave 2
Grythion
Celestial Griffin
- HP
- 247,140
- ATK
- 1,318
- DEF
- 1,318
- SPD
- 150
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 50
- ACC
- 50
Boss skills
-
Shockwave
Attacks 1 enemy. Has a 100% chance of placing a Fear debuff for 1 turn.
-
Rock Smash Cooldown: 3 turns
Transfers all debuffs from Grythion to each enemy, then attacks all enemies. Fills Grythion’s Turn Meter by 5% for each debuff transferred.
-
Death Gust Cooldown: 3 turns
Removes all buffs from all enemies, then attacks all enemies.
The buff removal cannot be resisted. Damage increases by 10% for each buff removed.
-
Divine Strike [P]
Attacks an enemy whenever their HP drops below 50%. This attack places a 100% Heal Reduction debuff for 2 turns.
-
Celestial Bond [P]
Adds one Sky Bond buff to Grythion at the start of each turn. Also adds one Sky Bond buff to Grythion whenever an enemy's HP drops below 50%.
Each Sky Bond buff increases Grythion's: ATK by 5%; C. RATE by 3%; C. DMG by 5%; SPD by 2.5.
Will ignore Shield, Block Damage, and Unkillable buffs when Grythion has 10 or more Sky Bond buffs.
Can stack up to 20 Sky Bond buffs. Sky Bond buffs cannot be blocked or removed.
-
Fair Wind [P]
Whenever Grythion’s Turn Meter is decreased, the Turn Meters of all enemies will be decreased by the same amount. Places a Stun debuff for 1 turn on enemies with fully depleted Turn Meters.
Whenever an enemy’s Turn Meter is filled, Grythion’s Turn Meter will be filled the same amount. Occurs once per enemy turn. Turn Meter increases are tracked and counted individually for each enemy.
-
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.
-
Almighty Persistence [P]
All Turn Meter reduction effects are decreased by 50% when used against the Boss.
Rewards
May drop in a battle
-
Griffin Feathers
× 6–11
100%
First clear
-
Griffin Feathers
× 25
-
+100% XP Boost (1 d.)
Strategy
How It Works
-
Grythion is no easy fight. Many of his abilities combine to be able to counter or deconstruct almost any team, and it may require you to use manual control to achieve victory.
-
Your primary enemy - other than Grythion - is the Sky Bond. In this battle, it’s very easy to end up on a ticking clock, as the Sky Bond offers the Celestial Griffin huge bonuses to SPD and damage.
-
Tracking the boss’ cooldown timers is critical to success. He is incredibly good at manipulating buffs and debuffs to his advantage - either he removes debuffs to fill his turn meter, or he removes your buffs to deal damage - enough damage to kill even very powerful teams, especially when combined with Divine Strike.
-
One major thing to avoid is using any Turn Meter fill and reduction skills. Grythion will reduce all Turn Meter Reduction effects by 50%, but that’s no different from any other Doom Tower boss. No, the issue is that Grythion will mirror all Turn Meter Reduction effects - so, reduce his turn meter by 50%, and he’ll reduce the turn meters of your entire team by 50%. Increase your team’s Turn Meters by 15%, and Grythion will increase his Turn Meter by 75% - 15% for each Champion on your team. The effect can be resisted, however, so if you want to try and use Turn Meter reduction to control Grythion, be sure to pack plenty of RES. Needless to say, leave Champions that increased friendly Turn Meters off your team.
-
You will need strong healing to keep your Champions above 50% HP, as he can destroy a target extremely quickly once they dip below that threshold. You’ll also want good debuff removal to counteract anything Grythion puts out.
-
Ultimately, you’ll need a team that can function without buffs - Champions that destroy HP and ignore DEF will be critical, as you can’t rely on debuffs to make Grythion vulnerable without giving him the opportunity to turn the tables. Same goes for RES - you can’t use buffs to stop everything Grythion dishes out.
Floor 30 · Celestial Griffin
- Silver Keys
- 1
What one battle costs.
Wave 1
Wave 2
Grythion
Celestial Griffin
- HP
- 1,869,840
- ATK
- 5,485
- DEF
- 3,989
- SPD
- 210
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 150
- ACC
- 150
Boss skills
-
Shockwave
Attacks 1 enemy. Has a 100% chance of placing a Fear debuff for 1 turn.
-
Rock Smash Cooldown: 3 turns
Transfers all debuffs from Grythion to each enemy, then attacks all enemies. Fills Grythion’s Turn Meter by 5% for each debuff transferred.
-
Death Gust Cooldown: 3 turns
Removes all buffs from all enemies, then attacks all enemies.
The buff removal cannot be resisted. Damage increases by 10% for each buff removed.
-
Divine Strike [P]
Attacks an enemy whenever their HP drops below 50%. This attack places a 100% Heal Reduction debuff for 2 turns.
-
Celestial Bond [P]
Adds one Sky Bond buff to Grythion at the start of each turn. Also adds one Sky Bond buff to Grythion whenever an enemy's HP drops below 50%.
Each Sky Bond buff increases Grythion's: ATK by 5%; C. RATE by 3%; C. DMG by 5%; SPD by 2.5.
Will ignore Shield, Block Damage, and Unkillable buffs when Grythion has 10 or more Sky Bond buffs.
Can stack up to 20 Sky Bond buffs. Sky Bond buffs cannot be blocked or removed.
-
Fair Wind [P]
Whenever Grythion’s Turn Meter is decreased, the Turn Meters of all enemies will be decreased by the same amount. Places a Stun debuff for 1 turn on enemies with fully depleted Turn Meters.
Whenever an enemy’s Turn Meter is filled, Grythion’s Turn Meter will be filled the same amount. Occurs once per enemy turn. Turn Meter increases are tracked and counted individually for each enemy.
-
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.
-
Almighty Persistence [P]
All Turn Meter reduction effects are decreased by 50% when used against the Boss.
Rewards
May drop in a battle
-
Griffin Feathers
× 1–3
50%
-
Griffin Feathers
× 1
50%
First clear
-
Griffin Feathers
× 25
-
Griffin Feathers
× 10
-
Epic Skill Tome
Strategy
How It Works
-
Grythion is no easy fight. Many of his abilities combine to be able to counter or deconstruct almost any team, and it may require you to use manual control to achieve victory.
-
Your primary enemy - other than Grythion - is the Sky Bond. In this battle, it’s very easy to end up on a ticking clock, as the Sky Bond offers the Celestial Griffin huge bonuses to SPD and damage.
-
Tracking the boss’ cooldown timers is critical to success. He is incredibly good at manipulating buffs and debuffs to his advantage - either he removes debuffs to fill his turn meter, or he removes your buffs to deal damage - enough damage to kill even very powerful teams, especially when combined with Divine Strike.
-
One major thing to avoid is using any Turn Meter fill and reduction skills. Grythion will reduce all Turn Meter Reduction effects by 50%, but that’s no different from any other Doom Tower boss. No, the issue is that Grythion will mirror all Turn Meter Reduction effects - so, reduce his turn meter by 50%, and he’ll reduce the turn meters of your entire team by 50%. Increase your team’s Turn Meters by 15%, and Grythion will increase his Turn Meter by 75% - 15% for each Champion on your team. The effect can be resisted, however, so if you want to try and use Turn Meter reduction to control Grythion, be sure to pack plenty of RES. Needless to say, leave Champions that increased friendly Turn Meters off your team.
-
You will need strong healing to keep your Champions above 50% HP, as he can destroy a target extremely quickly once they dip below that threshold. You’ll also want good debuff removal to counteract anything Grythion puts out.
-
Ultimately, you’ll need a team that can function without buffs - Champions that destroy HP and ignore DEF will be critical, as you can’t rely on debuffs to make Grythion vulnerable without giving him the opportunity to turn the tables. Same goes for RES - you can’t use buffs to stop everything Grythion dishes out.