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.

Open every day

Phantom Shogun's Grove

Stage 25

Akumori the Phantom Shogun

Akumori the Phantom Shogun

Magic Magic · Lvl. 350

HP
2,942,777
ATK
28,026
DEF
3,587
SPD
350
C.RATE
15%
C.DMG
50%
RES
400
ACC
450

Rewards

Energy
20

What one battle costs.

XP
3,690
Silver
11,460

For one won battle.

May drop in a battle

  • Lesser Extract × 40–55 33.5%
  • Greater Extract × 7–9 33%
  • Superior Extract × 3–5 33%
  • Ancient Shard 0.5%
  • Chaos Powder × 1–3 8%

Akumori the Phantom Shogun

Boss skills

  • Spectral Lunge

    Attacks 1 enemy. Will prioritize attacking enemies under an Enfeeble debuff.

    Then, attacks all other enemies under an Enfeeble debuff.

    Each hit fills Akumori’s Turn Meter by 20%.

  • Scourge Sword Cooldown: 3 turns

    Attacks 1 enemy. Will prioritize attacking enemies under an Enfeeble debuff. After attacking, removes all buffs from all enemies, except the initial target.

    Then, applies a Debuff Spread effect, taking an Enfeeble debuff from the initial target and placing it on all enemies.

    Also places a 60% Decrease DEF debuff for 2 turns on all enemies that had an Enfeeble debuff placed on them.

    Finally, if there are no enemies under Enfeeble debuffs at the end of this attack, places an Enfeeble debuff on the enemy with the highest C. DMG for 3 turns. This Enfeeble debuff cannot be removed, resisted, or blocked.

  • Forest of Spears Cooldown: 4 turns

    Attacks the enemy with the highest C. DMG. Will prioritize attacking enemies not under a Stone Skin buff. Before attacking, places a Block Passive Skills debuff on all enemies for 3 turns. This debuff cannot be removed, resisted, or blocked.

    After attacking, places an Enfeeble debuff on the target enemy for 3 turns. This debuff cannot be removed, resisted, or blocked.

  • Wraith Javelin Cooldown: 5 turns

    Attacks 1 enemy. Will prioritize attacking enemies under an Enfeeble debuff.

    If the Shade counter reaches 10, this attack will ignore Block Damage buffs. If the Shade counter reaches 20, will also ignore Unkillable buffs. If the Shade counter reaches 30, will also ignore Ally Protection buffs. If the Shade counter reaches 40, will also ignore Shield buffs.

  • Shroud of the Shogun [P]

    Activates the Shade counter at the start of the battle.

    Whenever an enemy lands a weak hit on Akumori, increases the Shade counter by 2 on Stages 1-10, 4 on Stages 11-20, and 6 on Stages 21-25.

    Whenever Akumori lands a critical hit, increases the Shade counter by 5.

    Whenever an Enfeeble debuff is removed or transferred from an enemy, or when its duration is fully decreased by an enemy Champion, increases the Shade counter by 2.

    Increases Akumori’s C. RATE by 1% and C. DMG by 2% for each Shade counter stack.

    Akumori is immune to Turn Meter reduction effects and Enfeeble debuffs.

    Whenever the Shade counter reaches 20, Akumori will not receive damage from Poison debuffs. Whenever the Shade counter reaches 30, Akumori will also not receive damage from HP Burn debuffs and Smite debuffs. Whenever the Shade counter reaches 40, Akumori will also not receive damage from skills or Masteries that scale based on Akumori's MAX HP.

    If the Shade counter reaches 50, all of Akumori's attacks will ignore 100% of the target's DEF. Also whenever Akumori kills an enemy, attacks all remaining enemies.

  • Purge The Shadow [P]

    Whenever an Awakened Champion uses a skill against Akumori, decreases the Shade counter.

    The Shade counter is decreased according to the Awakening Level on the Champion who uses a skill against Akumori:

    Level 6 Awakening:

    1st hit inflicted by a skill will remove 6 stacks

    2nd hit inflicted by a skill will remove 3 stacks

    3rd hit inflicted by a skill will remove 1 stack

    Any subsequent hits inflicted by a skill will remove 0 stacks

    Level 5 Awakening:

    1st hit inflicted by a skill will remove 5 stacks

    2nd hit inflicted by a skill will remove 2 stacks

    3rd hit inflicted by a skill will remove 1 stack

    Any subsequent hits inflicted by a skill will remove 0 stacks

    Level 4 Awakening:

    1st hit inflicted by a skill will remove 4 stacks

    2nd hit inflicted by a skill will remove 2 stacks

    3rd hit inflicted by a skill will remove 1 stack

    Any subsequent hits inflicted by a skill will remove 0 stacks

    Level 3 Awakening:

    1st hit inflicted by a skill will remove 3 stacks

    2nd hit inflicted by a skill will remove 1 stack

    Any subsequent hits inflicted by a skill will remove 0 stacks

    Level 2 Awakening:

    1st hit inflicted by a skill will remove 2 stacks

    2nd hit inflicted by a skill will remove 1 stack

    Any subsequent hits inflicted by a skill will remove 0 stacks

    Level 1 Awakening:

    1st hit inflicted by a skill will remove 1 stack

    Any subsequent hits inflicted by a skill will remove 0 stacks

  • 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.

  • Awakened Weakness [P]

    Decreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%).

    Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).

Strategy

How It Works

  1. Akumori the Phantom Shogun's skills are centered on incapacitating your team through the use of the powerful Enfeeble debuff, applied via strong single-target attacks. As a debuff, Enfeeble makes it so enemies only land Weak Hits, unless otherwise specified by their individual skills. He'll focus on disabling your Champion with the highest C. DMG (prioritizing Champions not under Stone Skin buffs), as well as increasing his Shade counter to boost his offensive and defensive capabilities.

  2. Managing the Shade counter is the crux of the fight with Akumori. Landing a Weak Hit increases the Phantom Shogun's Shade counter by 2 stacks on Stages 1-10, 4 stacks on Stages 11-20, and 6 stacks on Stages 21-25, with each individual stack raising his C. RATE by 1% and C. DMG by 2%, up to a maximum of 100% for both.

  3. Increasing the Shade counter also grants Akumori additional bonuses, like ignoring DEF and immunity to damage from Poison, HP Burn, and Smite debuffs. If the Shade counter reaches over 40 stacks, Akumori will also completely ignore damage from skills or Masteries that scale based on his MAX HP.

  4. Akumori prefers to fight in single combat, with most of his skills focusing on one target. His default skill, Spectral Lunge, can become an AoE attack if you have any Enfeeble debuffs on your other Champions. The Phantom Shogun will also automatically attack all enemies every time he kills a target. This will be fatal for your team if the Shade counter reaches 50 stacks, as he'll ignore 100% of your Champion's DEF, almost guaranteeing a defeat with this strike.

  5. To defeat Akumori, you will need Awakened Champions. Not only do they possess strong bonuses, but having them on your team is also the only way to reduce the Shade counter. Awakened Champions will decrease the Shade counter based on their Awakening Level whenever they use a skill against Akumori. If a skill inflicts multiple hits, each subsequent hit inflicted will remove fewer stacks than the previous one.

  6. Also, Champions who can place Taunt buffs will be incredibly helpful. The Taunt buff can draw Akumori’s focus away from your frailest Champions, and to a Champion without an Enfeeble debuff. This means his second skill, Scourge Sword, won’t be able to spread an existing Enfeeble debuff to the rest of your team.

  7. Don’t forget about survivability! Akumori hits hard, especially with Critical Hits, so bring Champions who can place Decrease ATK, Decrease C. RATE, and Decrease C. DMG debuffs.

  8. A cleanser is another must-have for this fight. Akumori can place an unblockable, irresistible, and unremovable Enfeeble debuff, and he has the capability to spread it. However, the spread Enfeeble debuffs no longer have the unblockable, irresistible, and unremovable properties, meaning they can be cleansed, blocked, and resisted. The fewer Enfeeble debuffs that are placed on your Champions, the less you’re contributing to Akumori’s power increasing.

  9. Finally, choose and equip your Champions effectively! Akumori can place an unblockable, irresistible, and unremovable Block Passive Skills debuff on your entire team, so don't rely on Champions with strong Passive skills. Do consider equipping your Champions with the Affinitybreaker Artifact Set, as it gives your Champions 30% C. DMG, and offers them a 50% chance to change a Weak Hit into a Critical Hit. This'll keep the Shade counter down, and allow you to hit Akumori hard.