Alaz the Sunbearer | Raid Shadow Legends

Raid Shadow Legends Alaz the Sunbearer Skill Mastery Equip Guide

Overview

NAME: Alaz the Sunbearer
FACTION: Barbarians
RARITY: Mythical
ROLE: Defense
AFFINITY: Force
RANK: S
USABILITY: Early-Mid-Late Game
TOMES: 9 (A1 A2)

Abilities (1st form)

RSL_AoE_BlockDamage
RSL_AoE_CounterAttack
RSL_AoE_IncreaseDefense_60%
RSL_Target_BasicAttack_2Hits
RSL_Target_ExtraHit
RSL_Target_IgnoreShield
RSL_Target_Provoke

Abilities (2nd form)

RSL_Ally_BasicAreaAttack
RSL_AoE_ExtraHit
RSL_AoE_Fear_True
RSL_AoE_Heal
RSL_AoE_HpBurn
RSL_AoE_HpBurn_Activate
RSL_AoE_IncreaseResistance_50%
RSL_AoE_Passive_Enemy
RSL_AoE_RestoreDestroyedMaxHp
RSL_AoE_Strengthen_25%

Abilities (Common)

RSL_Self_ExtraTurn
RSL_Self_Passive

Obtain from

Primal Shard

Blessings Recommendation

Brimstone (Debuffer)
Crushing Rend (Damage Dealer)
Ward of the Fallen (Damage Dealer)

Grinding

★★★★★ Campaign
★★★★★ Arena Defense
★★★★★ Arena Offense
★★★★★ Clan Boss
★★★★★ Hydra
★★★★★ Faction Wars

Dungeons

★★★★★ Minotaur
★★★★✰ Spider
★★★★★ Fire Knight
★★★★✰ Dragon
★★★✰✰ Ice Golem
★★✰✰✰ Iron Twins
★✰✰✰✰ Sand Devil
★★✰✰✰ Phantom Shogun

Potion

★★★★✰ Arcane Keep
★★★★✰ Void Keep
★★★★✰ Force Keep
★★★★✰ Spirit Keep
★★★★★ Magic Keep

Doom Tower

★★★★★ Floors
★★★★★ Magma Dragon
★★★✰✰ Nether Spider
★★★★★ Frost Spider
★★★✰✰ Scarab King
★★★✰✰ Celestial Griffin
★★★★★ Eternal Dragon
★✰✰✰✰ Dreadhorn
★★✰✰✰ Dark Fae

Alaz the Sunbearer Skills (1st form)

Photon Ax
Attacks 1 enemy 2 times. Places an extra hit if the target is under a [Shield] buff. Each hit will ignore [Shield] buffs.
Level 2: Damage +20%
Damage Multiplier: 2 DEF

Rolling Thunder (Cooldown: 4 turns)
Attacks all enemies. Before attacking, places a 60% [Increase DEF] buff on all allies for 2 turns. Places an extra hit on targets with less than 50% HP after the first hit. If the target’s HP is equal to or higher than 50% after the first hit, destroys the target’s MAX HP by 30% of the damage inflicted instead.
Level 2: Damage +20%
Level 3: Cooldown -1
Damage Multiplier: 4.2 DEF

Searing Glare (Cooldown: 4 turns)
Places a [Provoke] debuff on a target enemy for 2 turns. This debuff cannot be resisted if the target has less than 50% HP. Also places a [Counterattack] buff on all allies for 2 turns, and a [Block Damage] buff on all allies for 1 turn.
Level 2: Ignore RES +20%
Level 3: Cooldown -1

Cuirass of the Sun (Passive)
Increases this Champion’s DEF by 5% each time they counterattack (stacks up to 100%). Resets each Round.

Alaz the Sunbearer Skills (2nd form)

Boltquake
Attacks all enemies. Places an extra hit on enemies under [HP Burn] debuffs.
Level 2: Damage +20%
Damage Multiplier: 0.18 HP

Solar Flare (Cooldown: 3 turns)
Attacks all enemies. Places a [HP Burn] debuff for 2 turns. This debuff cannot be resisted by enemies under a [Stone Skin] buff. Then, instantly activates any [HP Burn] debuffs on enemies under a [Stone Skin] buff. Also places a [True Fear] debuff on all enemies for 1 turn.
Level 2: Damage +20%
Level 3: Ignore RES +20%
Damage Multiplier: 0.3 HP

Revitalizing Ray (Cooldown: 5 turns)
Fully restores all allies’ destroyed MAX HP, and heals all allies by 30% of this Champion’s MAX HP. Also places a 25% [Strengthen] buff and a 50% [Increase RES] buff on all allies for 2 turns.
Level 2: Cooldown -1

Heart of Heavens (Passive)
Increases this Champion’s HP by 6 for every 1 DEF they have when in their Alternate Form. Increases the chance of enemy skills not activating when under [Fear] or [True Fear] debuffs by 20%, while also under a [HP Burn] debuff.

Alaz the Sunbearer Common Skills

Metamorph (Cooldown: 4 turns)
Transforms this Champion into their Base/Alternate Form. Then grants an Extra Turn.

Alaz the Sunbearer Build Guide

Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars

Recommended Artifacts

PvE: Bloodthirst, Impulse, Lifesteal, Reflex, Relentless
PvP: Zeal
PvE & PvP: Accuracy, Critical Damage, Defiant, Deflection, Divine Speed, Instinct, Killstroke, Lethal, Merciless, Perception, Resilience, Savage, Speed, Supersonic

Stats Allocation

Weapon (ATK)
Helmet (HP)
Shield (DEF)
Gauntlets (DEF% / C.RATE / C.DMG)
Chestplate (DEF% / ACC)
Boots (SPD / DEF%)
Ring (DEF)
Amulet (C.DMG / DEF)
Banner (ACC / DEF)

Stats Priority

DEF Nuker & Debuffer: DEF%, C.RATE, C.DMG, SPD, ACC

Alaz the Sunbearer Masteries Guide

Arena, Doom Tower, Faction Wars (Nuker)

Raid Shadow Legends Alaz the Sunbearer PvP Mastery Guide

Offense

  1. Deadly Precision
  2. Keen Strike
  3. Heart of Glory
  4. Whirlwind of Death
  5. Ruthless Ambush
  6. Cycle of Violence
  7. Opportunist
  8. Kill Streak
  9. Methodical
  10. Helmsmasher

Defense

  1. Tough Skin
  2. Blastproof
  3. Resurgent
  4. Delay Death
  5. Retribution

Campaign, Clan Boss, Dungeons (Buffer & Debuffer)

Raid Shadow Legends Alaz the Sunbearer PvE Mastery Guide

Offense

  1. Deadly Precision
  2. Keen Strike
  3. Heart of Glory
  4. Single Out
  5. Bring it Down
  6. Methodical
  7. Warmaster

Support

  1. Steadfast
  2. Lay on Hands
  3. Rapid Response
  4. Healing Savior
  5. Lore of Steel
  6. Merciful Aid
  7. Lasting Gifts
  8. Master Hexer

Alaz the Sunbearer Champion Lore

Alaz the Sunbearer is, indirectly, the hero of the ‘Great Solar Crisis’, a myth-motif found within several Telerian Human cultures including the peoples of Frostheim, Port Wraith, the Deadlands, and the Krokhan Desert. Though the details vary extensively, two elements link the tales across time and culture: the sun of Teleria being disrupted, and a savior arising through the fusion of a Jotunn and a Human of the culture telling the tale. The similarities arise from the secret, imperfectly kept, of Alaz’s presence upon Teleria.

In the Frostheim tale, the sun’s rays became pale and wan and the whole world began to freeze. The Deadlanders say the sun, like a pastured animal, escaped and needed to be retrieved. The Krokhan version claims the sun hurtled toward Teleria and scorched the land, incidentally creating the Desert. In the Old Norr legend the sun, conceived of as both a singular powerful warlord and a warlike nation-state, decided to raid and plunder Teleria after years of gazing at it covetously from the skies.

These solar crises are a mythologization of a very real crisis that may never be resolved, merged with tales originating far into the depths of the Gray Age. The Scourge of Darkness, Siroth’s terrible spell powered by the Darkness deep in Teleria’s core, gives rise to Skinwalkers and the Undead. The true cause of the buildup of Darkness Siroth exploited was the freezing of the Waters of Life, which once produced a font of Light which counteracted the Darkness inherent to Teleria’s depths. Not knowing the truth, generations of Telerians seeking to make sense of the Scourge’s effects reinterpreted it as a crisis of the sun, source of warmth and life on Teleria’s surface and a metaphor for Lumaya’s grace since ancient times.

The mythic catastrophe is answered by a pair of heroes who ultimately fuse into one being. The Old Norr called that being Alrik-Furthaz. Their descendants in Port Wraith remember him as Alk—thaz, and in the Deadlands he is Aul K’az the Wrangler. In Frostheim candles are lit for Saint Altaz of the Great Thaw, though few know his full liturgies. The Nomads of the Krokhan Desert know him as AI-Azaz, who carries the sun’s blazing orb across the sky each day.

The true identity of this culture-hero is Alaz the Sunbearer, whence these varying names originate. The Lightbringer Alim, a being of flaming, shining justice, believed that he could carry a mote of sacred sunlight and plant it like a seed upon Teleria to thwart the Scourge of Darkness. He feared it would be blasphemous for a created being to meddle with divine energy, but his heart so ached to see the spell ended that he acted anyway, though he tried to keep his mission a secret.

The immortal, extraplanar Lightbringers cannot exist on Teleria without inhabiting a Telerian body in a fashion similar to Siroth’s Demonspawn. What mortal form could house both a radiant Lightbringer and a powerful, miniature sun? Alim found a match in the noble, pious Jotunn of fire, Azah — a name that the oldest and wisest Jotunn of modern times, such as Altan the Red Grandfather, still esteem. Heeding the Arbiter’s call for holy vessels, Azah traveled to her portal to the Halls of Eternity to volunteer to become a Lightbringer, and was sought out by Alim. When Alim blended his being with that of Azah, the two became Alaz. To accommodate the tremendous power Alim wanted to bring back to Teleria with him, they could not inhabit a single, stable form, as most Lightbringers and Demonspawn do. Instead, they shifted between a luminescent being — when the burden of the inner sun was too great to bear otherwise – and a less conspicuous form. The power was so great that it snapped Alaz’s ax when he took his lambent form.

The Norr, the Krokhan Nomads, the Deadlanders, and the Frostheimers all imagined their own heroic ancestors in the role of the Lightbringer. This hero is then pitted in an epic struggle with, against, or for, control of the sun itself. The version as preserved in the shanty-ballads of Port Wraith is one protracted battle sequence. Frostheim’s tale of the Saints is the opposite narrative structure: to restore the warmth of the sun, they traversed Teleria to find a collection of solar-linked artifacts, with many diversions and surprises along the way that taught them lessons in humility and virtue. The Krokhan version includes a fantastical voyage into ‘the black desert,’ their term for the night sky.

The real cause, and true battle, of Alaz the Sunbearer was both less gigantic and more poignant than the mythological hyperbole of the tales it inspired. He intended his inner sun to serve as a new source of Light to replace the frozen Waters of Life and, if not counteract the Scourge of Darkness, at least slow the emergence of Undead and Skinwalkers. Though noble, his attempts bore no fruit year after year, century after century. With a Lightbringer’s unchanging certitude he kept trying, until eventually a different cause presented itself: Siroth’s Second Great War. Alaz finally realized that, while even the combined Light of a saintly Jotunn and a holy Lightbringer could not bring the world into balance, it could certainly help obliterate the forces of Darkness on the battlefield. But first, he had to win a victory over his own nature.

In his Lightbringer form, Alaz charged the dynamo within him with every swing of his battle-ax, and when the legions of Darkness threatened him most, it would overload with righteous fury and Alaz would become a being of flame and destruction. He still sought to shield himself from the scrutiny of the mortal world, and fought alone in the darkest corners of the realm as the Second Great War raged. That is why no tome records the true history of Alaz, but folktales still tell of a being with two natures who stoked the sun and its Light when the need was dire.

Alaz the Sunbearer Updates

Leave a Reply

Your email address will not be published. Required fields are marked *