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  1. Locations
  2. Doom Tower

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.

Frost Spider Eternal Dragon Dark Fae
Normal Hard

Opens at level 40

Doom Tower 1 2 3 4 5 6 7 8 9 11 12 13 14 15 16 17 18 19 21 22 23 24 25 26 27 28 29 31 32 33 34 35 36 37 38 39 41 42 43 44 45 46 47 48 49 51 52 53 54 55 56 57 58 59 61 62 63 64 65 66 67 68 69 71 72 73 74 75 76 77 78 79 81 82 83 84 85 86 87 88 89 91 92 93 94 95 96 97 98 99 101 102 103 104 105 106 107 108 109 111 112 113 114 115 116 117 118 119

Secret Room 6

Gold Keys
1

What one battle costs.

Wave 1

  • Norog Lvl. 160
  • Warchief Lvl. 160
  • Rhazin Scarhide Lvl. 160
  • Valkyrie Lvl. 160
  • Rhazin Scarhide Lvl. 160

Wave 2

  • Warchief Lvl. 160
  • Warchief Lvl. 160
  • Altan Lvl. 160
  • Valkyrie Lvl. 160
  • Altan Lvl. 160

Wave 3

  • Kantra the Cyclone Lvl. 160
  • Wurlim Frostking Lvl. 160
  • Warchief Lvl. 160
  • Valkyrie Lvl. 160
  • Norog Lvl. 160

Rewards

First clear

  • Gold Keys × 2
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Raid Info
A fan-made knowledge base for Raid: Shadow Legends players.
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Raid Info is an unofficial fan project and is not affiliated with or endorsed by Plarium. Raid: Shadow Legends and all related names and images are trademarks of their respective owners.

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Stun Debuff

The Champion with Stun debuff is unable to act X Turns. Cooldowns are not refreshed while Stun is active.

Freeze Debuff

The Champion with Freeze debuff is unable to act X Turns. Cooldowns are not refreshed while this debuff is active. The Champion only receives 75% of incoming damage.

Sleep Debuff

The Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while Sleep is active. Continuous Heal, Poisons, and HP Burn work as normal while the Champion is asleep, so do any Passive Skills that heal the Champion.

This debuff can be removed from the target by inflicting any kind of active damage (except the turn when the Sleep debuff was placed).

Provoke Debuff

Champions under a Provoke debuff can only attack the enemy that applied the Provoke debuff to them. A Champion attacking while under a Provoke debuff can only use their default skill.

Counterattack Buff

When attacked, the Champion with Counterattack buff strikes back at their attacker using their Default Skill. This attack deals 75% of the normal Default Skill damage. Can only counterattack once when attacked with a Multi-hit skill. Does not counterattack in response to the enemy’s own counterattack. Does not count as a Turn.

Block Damage Buff

Makes the Champion immune to all forms of damage. Its duration cannot be increased.

Heal Reduction Debuff

Any healing received by the Champion with Heal Reduction debuff is reduced by 50% or 100%.

Poison Debuff

Damages the target Champion by 2,5% or 5% of their MAX HP at the beginning of their Turn. This damage is not affected by any other effects except Poison Sensitivity debuff, and only scales per Target’s MAX HP. Block Damage blocks it. If the Target Champion has a Shield, Poison damage will be applied to the Shield first.

Continuous Heal Buff

Heals the target Champion by 7.5% or 15% of their MAX HP at the beginning of their turn.

Block Debuffs Buff

While this buff is active, the Champion is immune to all debuffs. Instant negative effects such as Decrease Turn Meter are not affected and work as normal.

Block Buffs Debuff

All buffs that are applied to the Champion with this debuff are automatically blocked and have no effect.

Increase ATK Buff

Increases the Champion’s Battle ATK (current ATK value) by 25% or 50%.

Decrease ATK Debuff

Decreases the Champion’s Battle ATK by 25% or 50%.

Increase DEF Buff

Increases the Champion’s Battle DEF by 30% or 60%.

Decrease DEF Debuff

Decreases the Champion’s Battle DEF by 30% or 60%.

Increase SPD Buff

Increases the Champion’s Battle SPD by 15% or 30%.

Decrease SPD Debuff

Decreases the Champion’s Battle SPD by 15% or 30%.

Increase ACC Buff

Increases the Champion's Battle ACC by 25% or 50%.

Decrease ACC Debuff

Reduces the Champion’s Battle ACC by 25% or 50%.

Increase C. RATE Buff

Increases the Champion’s C.RATE by 15% or 30%.

Decrease C. RATE Debuff

Decreases the current value of the Champion's Critical Rate by 15% or 30%.

Increase C. DMG Buff

Increases the Champion’s C.DMG by 15% or 30%.

Decrease C. DMG Debuff

Decreases the current value of the Champion's Critical Damage by 15% or 25%.

Shield Buff

The Champion's HP bar is reinforced with a Shield for the indicated number of turns. Damage is calculated as normal but is first applied to the Shield (unless the attack is stated to ignore Shields). When the Shield buff expires, or the value of the Shield reaches 0, the buff is removed and any further damage is applied as normal.

Block Active Skills Debuff

The Block Active Skills debuff prevents a Champion from using any of their active skills, other than their default skill. A Champion under a Block Active Skills debuff will still have their cooldowns reduced as normal.

Revive On Death Buff

If a Champion with this buff dies, they will immediately revive with 30% HP and 0% Turn Meter. This buff's duration cannot be increased.

Ally Protection Buff

The Caster Champion takes 25% or 50% of direct damage inflicted upon the Target Champion. Self-inflicted damage (HP Burn or Poison) does not trigger this effect. Each Champion uses their own DEF value for mitigating damage.

Unkillable Buff

The Champion cannot fall below 1 HP when the Unkillable buff is active. Its duration cannot be increased.

Bomb Debuff

When Bomb debuff expires, the affected Champion suffers direct damage that ignores their DEF value. The damage inflicted by the bomb scales per the Stat indicated in the skill description.

Weaken Debuff

Increases damage received by the Target Champion by 15% or 25%.

Block Revive Debuff

This debuff blocks Revive effects. The Block Revive debuff cannot be blocked. Valid throughout the battle.

Reflect Damage Buff

The attacker will take back 15% or 30% of the damage dealt.

Weaken Debuff

Increases damage received by the Target Champion by 15% or 25%.

Hex Debuff

Champions under Hex debuffs take damage whenever their allies do. The damage from Hex debuffs ignores Champions' DEF. The original targets all take full damage.

Champions under Hex debuffs take 2% of AoE damage inflicted on their allies, and 10% of single-target damage inflicted on their allies.

Champions under Hex debuffs only take extra damage from direct attacks on their allies, not lasting effects (like buffs or debuffs) - for example, damage from Poison, HP Burn, Bomb debuffs, Reflect Damage buffs, etc.

Leech Debuff

Any Champion that attacks a Champion with Leech debuff heals for 18% of inflicted damage.

HP Burn Debuff

When a Champion under a HP Burn debuff starts their turn, they and all their allies take damage equal to 3% of their individual MAX HP. There can only be one HP Burn debuff active on a Champion at a time.

Veil Buff

There are two versions of this buff: Veil and Perfect Veil. The Champion under either of these buffs cannot be targeted by the enemy.

If all remaining Champions on a team have an active Veil or Perfect Veil buff, the enemy will not be restricted in targeting a specific Champion.

Veil buffs will be removed when the affected Champion uses an active skill, but Perfect Veil buffs will not be removed. Also, Veil and Perfect Veil buffs decrease incoming damage from area-of-effect skills. Veil reduces incoming damage by 7.5%, and Perfect Veil reduces incoming damage by 15%.

Finally, Veil and Perfect Veil buffs cannot be stolen by an enemy Champion with a skill that allows them to steal buffs.

Fear Debuff

There are two versions of this debuff: Fear and True Fear.

When a Champion with Fear Debuff attempts to use a skill, there is a 50% chance that the skill will not activate, and the Champion will lose their turn.

When a Champion with True Fear debuff attempts to use a skill, there is a 50% chance that the skill will not activate, and the Champion will lose their turn. The skill they attempted to use will go on cooldown.

Poison Sensitivity Debuff

The Poison Sensitivity debuff increases the damage taken from the Poison debuff by the recipient by 25%.

Strengthen Buff

Reduces the value of the received damage by 15% or 25%.

Block Passive Skills Debuff

Block Passive Skills debuff blocks activation of Champion's passive skills. This debuff cannot block passive skills which are marked as unblockable.

Life Barrier Buff

Life Barrier is a buff that grants the recipient additional HP beyond their MAX HP. It cannot be removed, stolen, or have its duration increased or decreased. Skills that scale damage based on a Shield's value will count the Life Barrier buff as a Shield.

Life Barrier has the highest priority of any buff, and will be placed on top of effects such as Digestion. In order to remove effects such as Digestion, the Life Barrier must first be removed by damage.

If the Life Barrier is not removed when its duration ends, the Hydra Head's HP will be fully restored. Removing the Life Barrier will place a Stun debuff on the Hydra Head for 1 turn.

Poison Cloud Buff

The Poison Cloud buff blocks damage from Poison debuffs. Also, enemies can only land weak hits on Champions under a Poison Cloud buff.

If a Champion receives an HP Burn debuff before a Poison Cloud buff is applied, then the effects of Poison Cloud won't work, but the buff itself will not be removed. It's not affected by the Spread Buff and Increase Buff Duration effects.

Stone Skin Buff

The Stone Skin buff decreases the damage (except the damage received from Bombs and HP Burn), removes all debuffs except Bombs and HP Burn, gives immunity to all debuffs, even those that cannot usually be blocked, except Bombs and HP Burn. Also, grants an additional Stone Skin shield.

A Champion with the Stone Skin is immune to the Decrease MAX HP and Decrease Turn Meter Effects.

Petrification Debuff

A Champion under a Petrification debuff will have all of their buffs removed, and be unable to take their next turn.

When under a Petrification debuff, a Champion will be unable to receive buffs, and is susceptible to receiving more debuffs. Instant effects, Positive and Negative, do not work on Champions under a Petrification debuff, except for the Remove Debuff effect.

Finally, while under a Petrification debuff, a Champion will only receive 40% of any incoming damage. However, incoming damage from Bomb debuffs is increased by 300%.

Pain Link Debuff

The Pain Link debuff causes the affected Champion to receive a percentage of all damage received by the enemy who placed this debuff. The enemy receives 100% of the damage inflicted to them.

The amount of damage received depends on the enemy who placed the debuff. If it was the Head of Suffering, then the Pain Link debuff causes the affected Champion to receive 15% of all damage received. If the Pain Link debuff was placed by a Champion, the damage received will be specified in that Champion's skill description. If it is not specified, it will cause the affected Champion to receive 15% of all damage received by the Champion who placed the debuff.

The Pain Link debuff can be blocked or removed, and can have its duration increased or decreased. Receiving a Pain Link debuff will awaken Champions under a Sleep debuff.

If a Champion is under both a Pain Link debuff and a Block Damage buff, they won't receive any damage from the Pain Link debuff.

A Champion under a Pain Link debuff won't receive any damage from it when the enemy who placed the debuff receives a weak hit.

Increase RES Buff

Increases the Champion's Battle RES by 25% or 50%.

Decrease RES Debuff

Decrease RES debuff decreases the Champion's Battle RES by 25% or 50%.

Ironbrand Debuff

The Ironbrand debuff does nothing on its own, but it will increase the damage dealt by the Iron Twins' Doomsday Machine skill. Damage from this skill is increased according to the duration of any Ironbrand debuffs currently active on each Champion. The higher the duration of an Ironbrand debuff, the greater the damage that Doomsday Machine will do. Ironbrand cannot be blocked or removed, but it can be resisted.

Taunt Buff

If a Champion is under a Taunt buff, enemies can only target that Champion. If there are several Champions under a Taunt buff on the same team, enemies can target any of the Taunting Champions.

When using an AoE attack, only the Champion under the Taunt buff can be targeted, but their allies will still take damage from the AoE attack as normal.

The Provoke debuff has priority over the Taunt buff, meaning a Provoked Champion will still only target the Champion who placed the Provoke debuff on them, rather anyone under a Taunt buff.

In addition, if there is only one Champion under a Taunt buff on a team, it will supersede any other buffs that affect targeting (like Veil and Perfect Veil), meaning a Champion under both Taunt and Veil buffs will be targeted.

However, if there are multiple Champions under Taunt buffs on a team, buffs that affect targeting (like Veil and Perfect Veil) will then take effect to decide who will be targeted. For example, in a situation where two Champions are under Taunt buffs, but one of them is also under a Veil buff, the Champion under only Taunt will be targeted, whereas the Champion under Taunt and Veil will not.

The Taunt buff cannot be spread, and its duration cannot be increased. It can be stolen, removed, and its duration can be decreased.

Enfeeble Debuff

Champions under an Enfeeble debuff can only land weak hits, unless stated otherwise in a skill description.

Eclipse Buff

Only Amius the Lunar Archon can place this buff on himself. When placed, Amius will transform into his Alternate Form. When the buff expires, Amius will transform back to his Base Form.

Seal Debuff

There are two versions of this debuff: Seal and Master Seal.

The Seal debuff blocks effects from Gear Sets and Masteries, except stat boosts granted by Artifacts and Accessories, as well as Masteries that only boost stats like Blade Disciple, Flawless Execution etc.

Master Seal is an enhanced version of this debuff, which additionally blocks the effects from Blessings, Relics, and Gemstones, except stat boosts.

The Seal and Master Seal debuffs don't block effects that were activated before these debuffs were placed.

Intercept Buff

The Intercept buff will block any attempt to place a crowd control debuff on a Champion, even if it is specified in the enemy's skill that the debuff itself cannot be blocked. This includes Stun, Sleep, Freeze, Provoke, Fear, True Fear, Petrification, and Sheep debuffs.

A Champion can receive multiple stacks of the Intercept buff. Each Intercept stack will block one attempt at placing a crowd control debuff. After the attempt, one Intercept stack will be removed. The Intercept buff has no duration, and therefore cannot have its duration increased or decreased. The Intercept buff also cannot be spread to ally Champions.

If a crowd control debuff is placed on a Champion that has an Intercept stack and the Block Debuffs buff, an Intercept stack will not be removed. However, if a crowd control debuff that cannot be blocked is placed on a Champion with both Intercept and Block Debuffs, an Intercept stack will be removed.

If a crowd control debuff that can be blocked is placed on a Champion who is immune to that debuff, an Intercept stack won't be removed. However, if a crowd control debuff that cannot be blocked is placed on a Champion who is immune to that debuff, an Intercept stack will be removed.

If a Champion is under an Intercept buff, and another Intercept buff with less stacks than the Champion currently has is placed on them, the number of Intercept stacks on the Champion remains unchanged.

If a Champion steals an Intercept buff from an enemy, they will also steal as many Intercept stacks as the initial Champion had when the buff was stolen.

Berserk Debuff

Increases the damage inflicted and damage received by 50%.

Hunter's Gaze Debuff

Damage dealt to a Champion under the Hunter's Gaze debuff cannot be decreased, blocked, redirected, or transferred. This applies only to damage dealt directly by skills, and not from debuffs, passives, Masteries, or Blessings.

Damage dealt to a Champion under the Hunter's Gaze debuff will ignore Unkillable, Block Damage, Increase DEF, Strengthen, Ally Protection, Veil, Perfect Veil, and Shield buffs. Champions can still Evade damage while under the Hunter's Gaze debuff.

Fervor Buff

Increases damage inflicted by 10% and reduces damage received by 10%.

Magma Shield Buff

The Champion's HP bar is reinforced with a Shield for the indicated number of turns. Damage is calculated as normal but is first applied to the Shield (unless the attack is stated to ignore Shields). When the Shield buff expires, or the value of the Shield reaches 0, the buff is removed and any further damage is applied as normal.

Stormcall Buff

Each Stormcall stack increases the damage dealt by a Champion by 5%. The number of stacks increases by 1 each time a Champion with Stormcall lands a critical hit.

A Champion can have a maximum of 5 Stormcall stacks at one time. When attacking with 5 Stormcall stacks, places a Stun debuff on the target and removes all Stormcall stacks. This Stun debuff cannot be resisted.

Duel

The Duel effect is placed on the producer and their target. When the Duel effect is active, the producer can use any skill against the target, while the target is limited to only using their default skill against the producer, similar to the Provoke debuff.

The producer deals 50% more damage to the target under the Duel effect. Champions not under the Duel effect deal 50% less damage to targets who are in a 'duel'.

To end the 'duel', Champions must deplete the producer's Duel bar. This bar is equal to 0.5% of the producer's MAX HP. Once the requisite damage is dealt, the Duel effect is removed from all Champions. If the producer or their target dies while under the Duel effect, it is also removed.

The Duel effect has priority over Taunt, Veil, and Perfect Veil buffs. For example, the producer of the Duel effect will always target the enemy under the Duel effect, rather than a Champion under a Taunt buff. If the target of a Duel effect is under a Veil or Perfect Veil buff, they will still be targeted by the effect's producer.

The Duel effect is placed irrespective of the number of the debuffs currently on a target Champion. The Duel effect is guaranteed, and cannot be removed, resisted, stolen, spread, or blocked.

Necrosis Debuff

When an enemy Champion dies, a single Necrosis stack is placed on all other alive enemies. When another Champion dies, an additional Necrosis stack will be placed on all other alive enemies and so on. Each Necrosis stack deals damage equal to 5% of a Champion's MAX HP at the beginning of their turn. For example, if a Champion has 3 Necrosis stacks, damage equal to 15% of their MAX HP will be dealt to them at the beginning of their turn.

Necrosis stacks do not decrease upon activation at the beginning of a Champion's turn, and Necrosis is placed on a Champion irrespective of the number of debuffs that are currently on them. Damage dealt by Necrosis cannot be increased by other effects, and placement of a Stone Skin buff will remove Necrosis. If there are any dead enemy Champions in the battle after a Stone Skin buff expires, Necrosis stacks equal to the number of dead enemy Champions will be reapplied.

When a dead enemy Champion is revived, a single Necrosis stack is removed from alive enemies. If multiple Champions are revived, Necrosis stacks will be removed equal to the number of Champions revived.

Deathbrand Debuff

Champions under a Deathbrand debuff will receive the Block Revive debuff when killed.

Ensnare Debuff

Any Turn Meter increase effects received by a Champion with the Ensnare debuff will be reduced by 50% or 100%.

Fatigue Debuff

Champions under a Fatigue debuff will receive a Sleep debuff for 1 turn after using an active skill.

If a Champion with a Fatigue debuff uses a skill that removes debuffs, the Fatigue debuff will be removed and the Sleep debuff will not be placed.

Fortify Buff

Reduces any enemy Ignore DEF effects by 15% or 25%.

Shatter Buff

Increases a Champion's Ignore DEF by 7.5% or 15%.

Nullify Debuff

Champions under the Nullify debuff cannot have their skills activated, participate in Ally Attacks, be granted an Extra Turn (except via Metamorph) or an Instant Turn, have their skills' cooldowns decreased, have their Shield's value increased, have their destroyed HP restored, have their HP swapped by allies or by themselves, Evade enemy effects or skills, have their Turn Meter equalized, or have their HP balanced.

Goldplated Buff

The Goldplated buff grants Phrygius the Trovemaster layers of additional HP beyond their MAX HP. Goldplated layers cannot be removed, stolen, or have their duration increased or decreased.

When Phrygius receives damage while under Goldplated layers, it is first applied to the Goldplated layers. Each layer of Goldplated can block a certain amount of damage, and is destroyed after receiving that amount of damage. When a Goldplated layer is destroyed, Phrygius will receive damage equal to the value of that Goldplated layer, and other enemies will also receive a portion of that damage. Any surplus damage to a Goldplated layer is dealt directly to Phrygius' HP.

Entangle Debuff

A Champion under an Entangle debuff will not receive any positive effects from their allies, including buffs, and will not have their Turn Meter passively increased. When placed, a Champion receiving the Entangle debuff will have all of their buffs removed, but can still receive additional debuffs. The Entangle debuff has no duration, and therefore cannot have its duration increased or decreased. The Entangle debuff also cannot be spread to other Champions.

You can only remove an Entangle debuff by actively filling the Champion's Turn Meter to 100%.

Siphon Debuff

A Champion under a Siphon debuff will have 5% of their stat values siphoned by the debuff producer, except Ignore DEF. Each time the debuff producer takes a turn, an additional 5% of the stat values will be stolen, stacking up to 50%. For example, a Champion with 1000 ATK under Siphon will initially have their ATK decreased to 950 and the debuff producer's ATK will be increased by 5%. Each time the debuff producer takes a turn, an additional 5% of the target's stats will be siphoned to them.

The Siphon debuff cannot be transferred, spread, or have its duration increased or decreased. It can be removed.

Infest Debuff

Whenever an enemy under an Infest debuff dies, deals pure damage to all other alive enemies. This pure damage is equal to 50% of the enemy's MAX HP who died while under the Infest debuff. This pure damage cannot be critical. The pure damage dealt upon killing a Boss or their minions cannot exceed more than 10% of their MAX HP.

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