Alure | DS-EAM | Raid Shadow Legends Skill Mastery Equip Guide

Raid Shadow Alure Skill Mastery Equip Guide

Raid Shadow Alure Skill Mastery Equip Guide

Overview

FACTION: Demonspawn
RARITY: Epic
ROLE: Attack
AFFINITY: Magic
USABILITY: Mid-Late Game
TOMES: 14 (N/A)
OBTAIN: N/A
FUSION: N/A

Total Stats (6 Stars)

Health Points (HP): 14,040
Attack (ATK): 1,575
Defense (DEF): 793
Speed (SPD): 96
Critical Rate (C.RATE): 15%
Critical Damage (C.DMG): 60%
Debuff Resistance (RESIST): 30
Debuff Accuracy (ACC): 0

Grinding

★★★★✰ Campaign
★★★★✰ Arena Defense
★★★★✰ Arena Offense
★★★✰✰ Clan Boss

Dungeons

★★★★★ Minotaur’s Labyrinth
★★★★✰ Spider’s Den
★★★★★ Fire Knight’s Castle
★★✰✰✰ Dragon’s Lair
★★★★★ Ice Golem’s Peak

Potion

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

Alure Skills

Psychic Whip [ATK]
Attacks 3 times at random. Decreases the target’s Turn Meter by 25% on each critical hit.
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +5%

Temptation [ATK] (Cooldown: 4 turns)
Attacks all enemies 2 times. Each hit has a 30% chance of placing a 30% [Decrease DEF] debuff for 1 turn. Places a [Sleep] debuff for 1 turn on targets under [Decrease DEF] debuffs.
Level 2: Damage +5%
Level 3: Buff/Debuff Chance +5%
Level 4: Damage +5%
Level 5: Buff/Debuff Chance +5%
Level 6: Cooldown -1
Level 7: Buff/Debuff Chance +10%

Hellish Blaze [ATK] (Cooldown: 6 turns)
Attacks 1 enemy. Has an extra 30% chance of inflicting a critical hit. Will ignore 50% of the target’s DEF.
Level 2: Damage +5%
Level 3: Damage +5%

Aura
Increases Ally ACC in Faction Crypts by 50.

Alure Equipment Guide

Arena, Campaign, Faction Wars Clan Boss, Dungeons

Equipment Set

2 Offense Set, 1 Speed Set
2 Accuracy Set, 1 Speed Set

Equipment Set

1 Lifesteal Set, 1 Accuracy Set
2 Accuracy Set, 1 Speed Set

Equipment Stat Priority

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

Equipment Stat Priority

DEF%, HP%, SPD, ACC
Weapon (ATK)
Helmet (HP)
Shield (DEF)
Gauntlets (DEF% / HP%)
Chestplate (DEF% / HP%)
Boots (SPD)
Ring (DEF / HP)
Amulet (DEF / HP)
Banner (ACC)

Alure Mastery Guide

Arena, Campaign, Clan Boss, Dungeons, Faction Wars

Raid Shadow Legends Alure Skill Mastery Equip Guide

Offense

  1. Deadly Precision
  2. Keen Strike
  3. Shield Breaker
  4. Whirlwind of Death
  5. Cycle of Violence
  6. Kill Streak
  7. Methodical
  8. Giant Slayer

Defense

  1. N/A

Support

  1. Pinpoint Accuracy
  2. Charged Focus
  3. Arcane Celerity
  4. Swarm Smiter
  5. Lore of Steel
  6. Evil Eye
  7. Master Hexer

Alure Videos

RAID: Shadow Legends | Alure Champion Guide by ASH: RAID Shadow Legends

RAID: Shadow Legends | Alure Champion Guide by Chofly

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19 thoughts on “Alure | DS-EAM | Raid Shadow Legends Skill Mastery Equip Guide

  1. Angellum Manaflow

    are you sure you counted the tomes right? Aren’t there 12?

  2. Raayna

    Shouldn’t gauntlets be Crit Rate% for Dungeons too? Her A1 is what makes her useful in dungeons, and she needs 100% crit rate for it.

  3. Stephan Belanger Coulombe

    i dont think shield breaker is better then hearth of glory for her, she is gonna be full if you stall the boss with her a1

  4. Ayumilove Post author

    @Casperkiend: For Spirit Keep, I bring along Gorgorab or a champion that can remove those Block Damage debuff. Another approach is to have a powerful AoE nuker or AoE Crowd Control (Stun/Freeze) to knockout enemies before they apply Block Damage buff on themselves.

  5. Ayumilove Post author

    @Quriousity: Counter Attack is useful only if the enemy is faster than you and hits like a truck. In non-Arena areas (Dungeons/Faction Wars/Campaign), it’s recommended to have Alure to have high accuracy (250+ to enable Decrease Turn Meter to not be resisted), High HP and Defense (To survive in battle longer) and Speed stat above 180 for end-game content. Once you put enemies down with Decrease Turn Meter, Counter Attack mastery will not be useful anymore since enemies will no longer be able to attack you. Also, Leech is not required since enemies could not attack you anymore. You want to have high Accuracy from Support Mastery Tree to land those Decrease Turn Meter and high damage from Offense Mastery Tree to defeat enemies quickly.

  6. Casperkiend

    On spirit keep: The 2 trash waves have a crimson helm, sometimes it manages to get her immume shield up and didnt get a turn anymore so i ended up in an endless loop, making spirit keep quite bad unless u get a champ that can remove buffs

  7. Quriousity

    Wouldn’t Off/Def Tree synergize better with Alure?

    Off: For Crit and Dmg
    Def: For Harvest Despair (AoE Leech Debuff) and Counterattack (A1 Random Targets)

    This way you you don’t waste a T5 Mastery Slot. Downside is being a bit slower and having a bit less Acc.

  8. Ayumilove Post author

    @Nik: I used Alure (Magic Affinity) to do Fire Knight Dungeon Stage 20 (Force Affinity). She does very little damage as she is fighting against a stronger affinity champion. However, her main role to prevent boss from taking his turn is the key to win it. It took me about 12 minutes to complete 1 round of Fire Knight 20 with all Magic Affinity champions.

  9. Nik

    Good call on those. I completely neglected the random action of a1, rendering her less effective for Ice Golem and Spider. Didn’t even notice Dragon’s immunity. When I got around to testing other dungeons:
    -I experienced that exact situation with force keep’s resist to the debuff. Still at least partially effective, though. ~70% effective I suppose.
    -I was able to partially bypass the Minotaur issue by stalling the use of a1 by using a2 and a3 until he gets dazed, but that required manual control until that point (which is no bueno).

    Still to test:
    -I still have high hopes for effective use against the Fire Knight, who is the only dungeon who still gives me a lot of trouble.

    Thanks for the insight.

  10. Ayumilove Post author

    @Nik: I have tested Level 60 Alure fully ascended in all areas.
    – Dragon is immune to Decrease Turn Meter, so Alure A1 will not be able to stop Dragon from taking his actions.
    – Spider has Spiderlings re-summoned every champion turn. Alure A1 is random hit, so its always 1 time on Spider boss and the remaining is on Spiderlings.
    – Ice Golem minions will have some hard time attacking as Alure will also Decrease their Turn Meter. Boss still can counterattack if his HP drop below a threshold with direct damage. Poison bypasses this trigger.
    – For all Dungeon Keeps, she can put the boss on hold. Force Keep will be slightly difficult since there is a 30% of performing weak hit and weak hit does not decrease turn meter.
    – Minotaur will be forever be on the buff side, but it will take longer to down (takes 50% damage) but will not be able to attack you.

  11. Nik

    Is it just me, or is Alure with 100% crit just completely, wonderfully overpowered for every single dungeon.

    Confirmed:
    -Spirit keep boss cant heal, especially if the backup 100% heal reduction never times out
    -Magic keep boss cant shield, especially if the backup block buffs debuff never times out
    -Minotaur, forever dazed (& confused)

    Unconfirmed, but expected:
    -Fire knight can’t heal or raise shield, plus loses three off shield per a1 attack
    -Spider can’t heal (babies are the danger, counter with Veil rotation on Alure?)
    -Ice Golem can only get off its 25% attacks (freeze a possible threat)
    -Has DEF debuff and ignore DEF attacks. Force Keep boss: *chuckles* “I’m in danger”
    -Dragon, Alure is breathtaking
    -Void Keep, same as other, can’t get off an attack
    -Arcane Keep is faceroll already

  12. .

    @AlCapwnn you need accuracy because her a1 turn meter decrease can be resisted.

  13. ALCapwnn

    I have a question about accuracy for this champion. For her A2, is the sleep effect controlled by accuracy? Based on the description, it seems that as long as a defense down debuff is on the enemy, they will then be put to sleep. If that’s the case, and she is paired with a champion who has a 100% chance to apply defense down, wouldn’t accuracy be an unnecessary stat?

  14. Ayumilove Post author

    @Hipocrates: Yes, Alure benefits more from Charged Focus mastery (+20 Accuracy) if she frequently uses her A1 default skill to attack enemies while bringing their Decreasing their Turn Meter. I have re-tested Alure on a few dungeons to confirm this behavior and updated Alure’s mastery guide to use Charged Focus instead of Exalt in Death. I have also updated Alure’s mastery guide to get Evil Eye (more Decrease Turn Meter for the first hit on enemy especially on the starting each round with random attack) and Swarm Smiter to improve her Accuracy (e.g. Spider’s Den spiderlings) which will benefit at higher Dungeons Stage 15-20.

  15. Hipocrates

    Alure uses her A1 a lot even with all her skills being available. Since she needs high accuracy, isn’t worth it using charged foccus instead of exalt in death?

  16. Ayumilove Post author

    @Elfangor: Thanks for your input! I have updated Alure mastery to use Deadly Precision rather than Blade Disciple.

  17. Elfangor

    Why Blade Disciple and not Deadly Precision? Doesn’t she benefit from crit too?

  18. Ayumilove Post author

    @LotroFantic: Thanks for your input! I have updated Alure Basic Mastery from Steadfast to Pinpoint Accuracy.

  19. LotroFantic

    Pinpoint accuracy should be more important than a little HP. She needs it to overcome resistance.