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 80 · Magma Dragon
- Silver Keys
- 1
What one battle costs.
Wave 1
-
Dracomorph
Lvl. 150
-
Skullsworn
Lvl. 150
-
Elder Skarg
Lvl. 150
-
Skullsworn
Lvl. 150
-
Dracomorph
Lvl. 150
Wave 2
Kuldath
Magma Dragon
- HP
- 443,790
- ATK
- 3,550
- DEF
- 1,578
- SPD
- 150
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 75
- ACC
- 75
Boss skills
-
Brand With Weakness
Attacks 1 enemy. Decreases the target’s Turn Meter by 50%.
Will target enemies under Hex debuffs.
-
Overburn Cooldown: 3 turns
Attacks all enemies. Instantly activates any HP Burn debuffs on each target and decreases the duration of those HP Burn debuffs by 1 turn.
-
Stoke the Flames Cooldown: 3 turns
Attacks all enemies. Places a HP Burn debuff for 3 turns, then steals 10% of the Turn Meter from each enemy under a HP Burn debuff.
Also places a Hex debuff for 4 turns on the enemy with the lowest HP. This debuff cannot be resisted or blocked.
-
Lethal Lava [P]
Instantly places a Hex debuff for 4 turns on an enemy whenever they remove a Hex debuff from themselves or an ally.
Will ignore Block Damage, Shield, and Unkillable buffs and will ignore 100% of DEF when attacking enemies under Hex debuffs.
Instantly removes any HP Burn debuffs placed on Kuldath the Magma Dragon and replaces them with a 15% Continuous Heal for 2 turns.
-
Invincible Scales [P]
Immune to Stun, Freeze, Sleep, Block Active Skills, Block Passive Skills, Fear, True Fear, Decrease SPD, Petrification, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, cooldown increasing effects, and Turn Meter reduction effects.
-
Unfaltering Speed [P]
Immune to Decrease SPD debuffs and Turn Meter reduction 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.
Rewards
May drop in a battle
-
Magma Cores
× 6–11
50%
-
Magma Cores
× 3–6
50%
First clear
-
Magma Cores
× 25
-
Magma Cores
× 10
-
Rank 4 Chicken
Strategy
How It Works
-
Kuldath is extremely deadly, able to use Hex debuffs to ignore your Champion's DEF and tear through your team. If you let him, that is - Kuldath the Magma Dragon isn't immune to Provoke debuffs. Bring your toughest Provoke Champions and he'll forget all of his other powers. If you don't have any Provoke Champions that are tough enough, you can equip a Champion with a Provoke Artifact Set to get the job done.
-
Make sure you don’t bring any Champions that place HP Burn debuffs, as Kuldath can heal himself by replacing the HP Burns with Continuous Heal buffs.
-
As always, Champions with Decrease DEF/Decrease ATK will be of great help to make Kuldath more vulnerable to your attacks and weaken his hits. It’s also worth bringing a Champion or two that can heal a single target, increase DEF, or spread the damage around with Ally Protection, as your Provoke Champion will need help to keep taking those massive hits at higher Stages.
Floor 80 · Magma Dragon
- Silver Keys
- 1
What one battle costs.
Wave 1
-
Skull Lord Var-Gall
Lvl. 140
-
Skullsworn
Lvl. 140
-
Elder Skarg
Lvl. 140
-
Skullsworn
Lvl. 140
-
Dracomorph
Lvl. 140
Wave 2
Kuldath
Magma Dragon
- HP
- 2,811,618
- ATK
- 27,491
- DEF
- 8,331
- SPD
- 165
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 200
- ACC
- 200
Boss skills
-
Brand With Weakness
Attacks 1 enemy. Decreases the target’s Turn Meter by 50%.
Will target enemies under Hex debuffs.
-
Overburn Cooldown: 3 turns
Attacks all enemies. Instantly activates any HP Burn debuffs on each target and decreases the duration of those HP Burn debuffs by 1 turn.
-
Stoke the Flames Cooldown: 3 turns
Attacks all enemies. Places a HP Burn debuff for 3 turns, then steals 10% of the Turn Meter from each enemy under a HP Burn debuff.
Also places a Hex debuff for 4 turns on the enemy with the lowest HP. This debuff cannot be resisted or blocked.
-
Lethal Lava [P]
Instantly places a Hex debuff for 4 turns on an enemy whenever they remove a Hex debuff from themselves or an ally.
Will ignore Block Damage, Shield, and Unkillable buffs and will ignore 100% of DEF when attacking enemies under Hex debuffs.
Instantly removes any HP Burn debuffs placed on Kuldath the Magma Dragon and replaces them with a 15% Continuous Heal for 2 turns.
-
Invincible Scales [P]
Immune to Stun, Freeze, Sleep, Block Active Skills, Block Passive Skills, Fear, True Fear, Decrease SPD, Petrification, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, cooldown increasing effects, and Turn Meter reduction effects.
-
Unfaltering Speed [P]
Immune to Decrease SPD debuffs and Turn Meter reduction 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.
Rewards
May drop in a battle
-
Magma Cores
× 3–5
50%
-
Magma Cores
× 1–3
50%
First clear
-
Magma Cores
× 50
-
Magma Cores
× 15
-
Sacred Shard
Strategy
How It Works
-
Kuldath is extremely deadly, able to use Hex debuffs to ignore your Champion's DEF and tear through your team. If you let him, that is - Kuldath the Magma Dragon isn't immune to Provoke debuffs. Bring your toughest Provoke Champions and he'll forget all of his other powers. If you don't have any Provoke Champions that are tough enough, you can equip a Champion with a Provoke Artifact Set to get the job done.
-
Make sure you don’t bring any Champions that place HP Burn debuffs, as Kuldath can heal himself by replacing the HP Burns with Continuous Heal buffs.
-
As always, Champions with Decrease DEF/Decrease ATK will be of great help to make Kuldath more vulnerable to your attacks and weaken his hits. It’s also worth bringing a Champion or two that can heal a single target, increase DEF, or spread the damage around with Ally Protection, as your Provoke Champion will need help to keep taking those massive hits at higher Stages.
Opens at level 40
Floor 80 · Eternal Dragon
- Silver Keys
- 1
What one battle costs.
Wave 1
-
Elegaius
Lvl. 120
-
Rian the Conjurer
Lvl. 120
-
Drexthar Bloodtwin
Lvl. 120
-
Khoronar
Lvl. 120
-
Drexthar Bloodtwin
Lvl. 120
Wave 2
Iragoth
Eternal Dragon
- HP
- 635,460
- ATK
- 3,389
- DEF
- 3,389
- SPD
- 150
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 75
- ACC
- 100
Boss skills
-
Spike Storm
Attacks all enemies. Places a Block Active Skills debuff for 1 turn.
-
Spirit Rush Cooldown: 3 turns
Attacks all enemies. Inflicts bonus damage for every turn remaining on all enemy skills’ cooldowns (+20% damage for each turn of cooldown). Places a Fear debuff on enemies with no skills on cooldown.
-
Soul Burst Cooldown: 3 turns
Attacks all enemies. Puts all enemy skills on cooldown.
Fills Iragoth’s Turn Meter by 5% for every turn remaining on all enemy skills’ cooldowns.
-
Conjure Souls [P] Cooldown: 5 turns
Summons three minions at the start of the turn: one Eternal Priest then two Eternal Guards.
Iragoth can have a maximum of 3 minions in battle at any time.
Places an Eternal Rage buff on Iragoth for 2 turns if only one minion is summoned or no minions are summoned by this skill. This buff cannot be removed or blocked.
The Eternal Rage buff increases Iragoth’s SPD and causes Iragoth to ignore Unkillable, Block Damage, Shield buffs and ignore 50% of the target’s DEF when attacking.
-
Consume Soul [P] Cooldown: 5 turns
At the start of the turn, sacrifices an Eternal Priest, resets the cooldowns of Iragoth’s skills, and grants an Extra Turn.
If there are no Eternal Priests on the team, sacrifices an Eternal Guard and heals Iragoth by 15% of Iragoth’s MAX HP.
[This skill will be on a 4-turn cooldown at the start of the battle, and will activate and go on cooldown every 5 turns even if there are no Eternal Priests or Eternal Guards on the team.]
-
Otherworldly [P]
Immune to Petrification, Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Decrease SPD, Poison, Heal Reduction, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, and Turn meter reduction 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.
Rewards
May drop in a battle
-
Dragon Bones
× 6–11
50%
-
Dragon Bones
× 3–6
50%
First clear
-
Dragon Bones
× 25
-
Dragon Bones
× 10
-
Silver
× 500,000
Strategy
How It Works
-
Several strategies can help you defeat Iragoth. For example, the Eternal Dragon is one of the few bosses that can be affected by attacks that increase cooldowns, and that can be used to delay her more dangerous skills. This will help keep you alive, but it's also critical to deal with her minions whenever they are summoned, as they can easily allow Iragoth to overwhelm your healing or heal herself.
-
Alternatively, if you don’t want to (or can’t) go for an Increase Cooldown strategy, you can also use Artifacts to build a team with high enough RES to shrug off Iragoth’s debuffs and cooldown increases. However, the minions should still be your priority.
-
Finally, you can opt for Champions with low cooldowns to decrease the damage Iragoth inflicts with her Spirit Rush skill. Minions should not be forgotten here, either.
Floor 80 · Eternal Dragon
- Silver Keys
- 1
What one battle costs.
Wave 1
-
Elegaius
Lvl. 180
-
Rian the Conjurer
Lvl. 180
-
Drexthar Bloodtwin
Lvl. 180
-
Khoronar
Lvl. 180
-
Drexthar Bloodtwin
Lvl. 180
Wave 2
Iragoth
Eternal Dragon
- HP
- 3,357,472
- ATK
- 11,938
- DEF
- 4,178
- SPD
- 200
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 200
- ACC
- 250
Boss skills
-
Spike Storm
Attacks all enemies. Places a Block Active Skills debuff for 1 turn.
-
Spirit Rush Cooldown: 3 turns
Attacks all enemies. Inflicts bonus damage for every turn remaining on all enemy skills’ cooldowns (+20% damage for each turn of cooldown). Places a Fear debuff on enemies with no skills on cooldown.
-
Soul Burst Cooldown: 3 turns
Attacks all enemies. Puts all enemy skills on cooldown.
Fills Iragoth’s Turn Meter by 5% for every turn remaining on all enemy skills’ cooldowns.
-
Conjure Souls [P] Cooldown: 5 turns
Summons three minions at the start of the turn: one Eternal Priest then two Eternal Guards.
Iragoth can have a maximum of 3 minions in battle at any time.
Places an Eternal Rage buff on Iragoth for 2 turns if only one minion is summoned or no minions are summoned by this skill. This buff cannot be removed or blocked.
The Eternal Rage buff increases Iragoth’s SPD and causes Iragoth to ignore Unkillable, Block Damage, Shield buffs and ignore 50% of the target’s DEF when attacking.
-
Consume Soul [P] Cooldown: 5 turns
At the start of the turn, sacrifices an Eternal Priest, resets the cooldowns of Iragoth’s skills, and grants an Extra Turn.
If there are no Eternal Priests on the team, sacrifices an Eternal Guard and heals Iragoth by 15% of Iragoth’s MAX HP.
[This skill will be on a 4-turn cooldown at the start of the battle, and will activate and go on cooldown every 5 turns even if there are no Eternal Priests or Eternal Guards on the team.]
-
Otherworldly [P]
Immune to Petrification, Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Decrease SPD, Poison, Heal Reduction, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, and Turn meter reduction 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.
Rewards
May drop in a battle
-
Dragon Bones
× 3–5
50%
-
Dragon Bones
× 1–3
50%
First clear
-
Dragon Bones
× 50
-
Dragon Bones
× 15
-
Legendary Skill Tome
Strategy
How It Works
-
Several strategies can help you defeat Iragoth. For example, the Eternal Dragon is one of the few bosses that can be affected by attacks that increase cooldowns, and that can be used to delay her more dangerous skills. This will help keep you alive, but it's also critical to deal with her minions whenever they are summoned, as they can easily allow Iragoth to overwhelm your healing or heal herself.
-
Alternatively, if you don’t want to (or can’t) go for an Increase Cooldown strategy, you can also use Artifacts to build a team with high enough RES to shrug off Iragoth’s debuffs and cooldown increases. However, the minions should still be your priority.
-
Finally, you can opt for Champions with low cooldowns to decrease the damage Iragoth inflicts with her Spirit Rush skill. Minions should not be forgotten here, either.
Opens at level 40
Floor 80 · Dark Fae
- Silver Keys
- 1
What one battle costs.
Wave 1
Wave 2
Astranyx
Dark Fae
- HP
- 635,460
- ATK
- 3,389
- DEF
- 3,389
- SPD
- 170
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 75
- ACC
- 100
Boss skills
-
Darklight Beams
Attacks all enemies. Has a 100% chance of placing a Leech debuff on each enemy for 2 turns.
-
Dark Tendrils Cooldown: 3 turns
Attacks all enemies.
Steals 1 random buff from each enemy according to the number of Magic Champions on the enemy team (1 buff for each Magic Champion).
Steals Turn Meter from each enemy according to the number of Force Champions on the enemy team (10% Turn Meter for each Force Champion).
Has a 25% chance of placing a True Fear debuff on each enemy for 1 turn. The chance increases by 25% for each Void Champion on the enemy team.
Heals Astranyx by 10% of her MAX HP for each Spirit Champion on the enemy team.
-
Faerie Storm Cooldown: 3 turns
Attacks all enemies. All living allies will team up and join this attack. Damage increases by 25% for each living ally.
-
Dark Abduction Cooldown: 4 turns
Banishes 1 enemy Champion and spawns a Mirror Copy of them onto Astranyx’s team.
Places a True Fear debuff on all enemies for 1 turn.
Increases Astranyx’s Dark Energy counter by 1.
-
Fae Mirror [P]
Places a Perfect Veil buff on Astranyx the Dark Fae for 3 turns and spawns Mirror Copies of all enemies onto Astranyx’s team at the start of the battle.
Spawns Mirror Copies of all enemies onto Astranyx’s team every time her Dark Energy counter reaches 5.
Also places a Perfect Veil buff on Astranyx the Dark Fae for 3 turns every time her Dark Energy counter reaches 5.
[Astranyx’s Dark Energy counter resets after it reaches 5.]
-
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
-
Fae Spheres
× 6–11
50%
-
Fae Spheres
× 3–6
50%
First clear
-
Fae Spheres
× 25
-
Fae Spheres
× 10
-
Epic Skill Tome
Strategy
How It Works
-
Astranyx the Dark Fae is a very, very unique boss, who demands extremely distinct strategies if you’re going to beat her. The biggest weapon in her arsenal is the ability to steal your champions and use them against you.
-
At the start of the battle, she will instantly spawn a perfect replica of every living Champion on your team. These Mirror Copies are identical to your own Champions in every way, including Artifact sets, levels of Ascension, and Skill Tome upgrades. While fighting yourself is bad, Astranyx also has a team attack skill that deals bonus damage for every Mirror Copy she has out. She hits with an AoE, and all her Mirror Copies will pile onto one of your unlucky Champions. It can become a massacre.
-
Obviously, taking out this first wave of Mirror Copies is essential. Once you’re done with the initial set, though, you’re not done with them. Every few turns, Astranyx will use a skill to Banish one of your Champions. Banishing is a new effect, which completely disables a Champion - they can’t take turns, heal themselves, or be the target of any abilities. They’re effectively removed from the Battle. If that wasn’t bad enough, when the Dark Fae Banishes one of your Champions, she produces a Mirror Copy of the Banished Champion. If you want your Champion back, you need to kill their Mirror Copy.
-
And, in case you were thinking that you’re better off leaving them, if all your Champions are Banished, you lose the battle just as much as if they had been taken out the old-fashioned way.
-
Worse yet, every time she Banishes a Champion, she gains a point of Dark Energy. Once Astranyx has 5 Dark Energy, she’ll spawn Mirror Copies of all your living Champions, just like she did in the first round. She won’t Banish anyone, but just spawning a bunch of Mirror Copies at once can be a devastating blow if you’re not ready for it, especially if some of your Champions are still Banished from earlier.
-
Here are some specific rules about Mirror Copies:
- Mirror Copies come into existence with no skills on cooldown, no matter what skills your own Champions have used. This can be a problem when you first arrive, as your team might still need time to recover from the minion wave they just beat.
- Mirror Copies gain the same benefits you do from nearly every Artifact set… except Divine, Shield, or Immunity Artifact sets. You can use those sets to give yourself a little early breathing room.
- Mirror Copies have EXACTLY the same Speed as your Champions, so, unless you do something to the Turn Meters, each of them will go right after the Champion they're duplicating.
- Mirror Copies can revive each other. This can turn 1 Banished Champion into an entire enemy team of Mirror Copies if you're not careful. Using Block Revive will prevent this, but that strategy can be turned against you, and it won't stop Astranyx from spawning fresh Mirror Copies.
-
- Mirror Copies will get the bonus from your Leader's Aura skill, even if there isn't currently a Mirror Copy of your team's Leader.
- Currently, active Buffs and Debuffs don't get transferred when a Mirror Copy is created.
- Mirror Copies ignore any auto skill use overrides you've set using Skill Instructions. If you really know your Champions, you can use this to your advantage when trying to use Auto Battle.
- There can only be 1 Mirror Copy for each Champion on your team.
-
The Dark Fae isn't just about Mirror Copies. She also has Dark Tendrils: a powerful attack that gets stronger depending on the Affinities of the Champions on your team. She heals herself 10% for every Spirit Champion, steals a buff for every Magic Champion, steals 10% Turn Meter from your team for every Force Champion, and places True Fear if you've got Void Champions (25% chance to start, with another 25% for every Void Champion you've got). This skill can seriously mess up your team if you're not careful.
-
The key to defeating Astranyx is to select a team of warriors that can handle their own Mirror Copies. Keep the following in mind:
- You’ll want several damage dealers that can kill your Mirror Copies before they get a turn.
- Failing that, using AoE control effects like Stun or Freeze can keep the Mirror Copies from destroying you… but be cautious, as they can easily return the favor. Using Immunity Artifacts can help with that early on.
- Manage your team’s Affinities to make sure Astranyx doesn’t hit you with effects you can’t deal with - bring Heal Reduction debuffs if you plan on having any Spirit Champions, for example.
-
- A very high-Speed Champion with a Turn Meter Reduction skill can help your team get the drop on the enemy in the first round.
- Using AoE Turn Meter Reduction skills and Increase SPD buffs can prove extremely useful for controlling Mirror Copies, especially after the first turn. While Astranyx will ignore half the Turn Meter Reduction (like all Doom Tower bosses), Mirror Copies will get the full effect.
- Poison debuffs do next to nothing to Astranyx.
Floor 80 · Dark Fae
- Silver Keys
- 1
What one battle costs.
Wave 1
Wave 2
Astranyx
Dark Fae
- HP
- 2,238,315
- ATK
- 11,938
- DEF
- 11,938
- SPD
- 230
- C.RATE
- 15%
- C.DMG
- 50%
- RES
- 200
- ACC
- 200
Boss skills
-
Darklight Beams
Attacks all enemies. Has a 100% chance of placing a Leech debuff on each enemy for 2 turns.
-
Dark Tendrils Cooldown: 3 turns
Attacks all enemies.
Steals 1 random buff from each enemy according to the number of Magic Champions on the enemy team (1 buff for each Magic Champion).
Steals Turn Meter from each enemy according to the number of Force Champions on the enemy team (10% Turn Meter for each Force Champion).
Has a 25% chance of placing a True Fear debuff on each enemy for 1 turn. The chance increases by 25% for each Void Champion on the enemy team.
Heals Astranyx by 10% of her MAX HP for each Spirit Champion on the enemy team.
-
Faerie Storm Cooldown: 3 turns
Attacks all enemies. All living allies will team up and join this attack. Damage increases by 25% for each living ally.
-
Dark Abduction Cooldown: 4 turns
Banishes 1 enemy Champion and spawns a Mirror Copy of them onto Astranyx’s team.
Places a True Fear debuff on all enemies for 1 turn.
Increases Astranyx’s Dark Energy counter by 1.
-
Fae Mirror [P]
Places a Perfect Veil buff on Astranyx the Dark Fae for 3 turns and spawns Mirror Copies of all enemies onto Astranyx’s team at the start of the battle.
Spawns Mirror Copies of all enemies onto Astranyx’s team every time her Dark Energy counter reaches 5.
Also places a Perfect Veil buff on Astranyx the Dark Fae for 3 turns every time her Dark Energy counter reaches 5.
[Astranyx’s Dark Energy counter resets after it reaches 5.]
-
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
-
Fae Spheres
× 3–5
50%
-
Fae Spheres
× 1–3
50%
First clear
-
Fae Spheres
× 50
-
Fae Spheres
× 15
-
Legendary Skill Tome
Strategy
How It Works
-
Astranyx the Dark Fae is a very, very unique boss, who demands extremely distinct strategies if you’re going to beat her. The biggest weapon in her arsenal is the ability to steal your champions and use them against you.
-
At the start of the battle, she will instantly spawn a perfect replica of every living Champion on your team. These Mirror Copies are identical to your own Champions in every way, including Artifact sets, levels of Ascension, and Skill Tome upgrades. While fighting yourself is bad, Astranyx also has a team attack skill that deals bonus damage for every Mirror Copy she has out. She hits with an AoE, and all her Mirror Copies will pile onto one of your unlucky Champions. It can become a massacre.
-
Obviously, taking out this first wave of Mirror Copies is essential. Once you’re done with the initial set, though, you’re not done with them. Every few turns, Astranyx will use a skill to Banish one of your Champions. Banishing is a new effect, which completely disables a Champion - they can’t take turns, heal themselves, or be the target of any abilities. They’re effectively removed from the Battle. If that wasn’t bad enough, when the Dark Fae Banishes one of your Champions, she produces a Mirror Copy of the Banished Champion. If you want your Champion back, you need to kill their Mirror Copy.
-
And, in case you were thinking that you’re better off leaving them, if all your Champions are Banished, you lose the battle just as much as if they had been taken out the old-fashioned way.
-
Worse yet, every time she Banishes a Champion, she gains a point of Dark Energy. Once Astranyx has 5 Dark Energy, she’ll spawn Mirror Copies of all your living Champions, just like she did in the first round. She won’t Banish anyone, but just spawning a bunch of Mirror Copies at once can be a devastating blow if you’re not ready for it, especially if some of your Champions are still Banished from earlier.
-
Here are some specific rules about Mirror Copies:
- Mirror Copies come into existence with no skills on cooldown, no matter what skills your own Champions have used. This can be a problem when you first arrive, as your team might still need time to recover from the minion wave they just beat.
- Mirror Copies gain the same benefits you do from nearly every Artifact set… except Divine, Shield, or Immunity Artifact sets. You can use those sets to give yourself a little early breathing room.
- Mirror Copies have EXACTLY the same Speed as your Champions, so, unless you do something to the Turn Meters, each of them will go right after the Champion they're duplicating.
- Mirror Copies can revive each other. This can turn 1 Banished Champion into an entire enemy team of Mirror Copies if you're not careful. Using Block Revive will prevent this, but that strategy can be turned against you, and it won't stop Astranyx from spawning fresh Mirror Copies.
-
- Mirror Copies will get the bonus from your Leader's Aura skill, even if there isn't currently a Mirror Copy of your team's Leader.
- Currently, active Buffs and Debuffs don't get transferred when a Mirror Copy is created.
- Mirror Copies ignore any auto skill use overrides you've set using Skill Instructions. If you really know your Champions, you can use this to your advantage when trying to use Auto Battle.
- There can only be 1 Mirror Copy for each Champion on your team.
-
The Dark Fae isn't just about Mirror Copies. She also has Dark Tendrils: a powerful attack that gets stronger depending on the Affinities of the Champions on your team. She heals herself 10% for every Spirit Champion, steals a buff for every Magic Champion, steals 10% Turn Meter from your team for every Force Champion, and places True Fear if you've got Void Champions (25% chance to start, with another 25% for every Void Champion you've got). This skill can seriously mess up your team if you're not careful.
-
The key to defeating Astranyx is to select a team of warriors that can handle their own Mirror Copies. Keep the following in mind:
- You’ll want several damage dealers that can kill your Mirror Copies before they get a turn.
- Failing that, using AoE control effects like Stun or Freeze can keep the Mirror Copies from destroying you… but be cautious, as they can easily return the favor. Using Immunity Artifacts can help with that early on.
- Manage your team’s Affinities to make sure Astranyx doesn’t hit you with effects you can’t deal with - bring Heal Reduction debuffs if you plan on having any Spirit Champions, for example.
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- A very high-Speed Champion with a Turn Meter Reduction skill can help your team get the drop on the enemy in the first round.
- Using AoE Turn Meter Reduction skills and Increase SPD buffs can prove extremely useful for controlling Mirror Copies, especially after the first turn. While Astranyx will ignore half the Turn Meter Reduction (like all Doom Tower bosses), Mirror Copies will get the full effect.
- Poison debuffs do next to nothing to Astranyx.