Raid: Shadow Legends Dungeons

Every dungeon of the game: the Keeps, Dragon's Lair, Ice Golem's Peak, Fire Knight's Castle, Spider's Den, Minotaur's Labyrinth, Iron Twins Fortress, Sand Devil's Necropolis and Phantom Shogun's Grove. Pick a dungeon on the map or in the list below, then a mode and a stage: you will see the boss with its stats on that stage and its skills, and what a battle gives — potions, artifacts and their sets, accessories, and the chance of each drop.

Each affinity opens on its own days

Iron Twins Fortress

Stage 15

Iron Twins

Iron Twins

Void Void · Lvl. 350

HP
3,503,306
ATK
26,905
DEF
3,737
SPD
250
C.RATE
15%
C.DMG
50%
RES
350
ACC
400

Rewards

Energy
20
Fortress Keys
1

What one battle costs.

Silver
9,520

For one won battle.

May drop in a battle

  • Mortal Soul Coin × 310–350 88%
  • Immortal Soul Essence × 9–11 8%
  • Eternal Soul Essence × 7–9 4%

First clear

  • Immortal Soulstone

Iron Twins

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

  1. 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 current Affinity of the Iron Twins, as it changes each day.

  2. 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.

  3. 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.

  4. 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.

  5. 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.