OverviewNAME: Alure AbilitiesRSL_AoE_DecreaseDefense_30% Obtain fromAncient Shard Blessings RecommendationCruelty (Debuffer) |
Grinding★★★✰✰ Campaign Dungeons★★★★★ Minotaur Potion★★★★★ Arcane Keep Doom Tower★★★★★ Floors |
Alure Review
Alure is an Epic Attack Magic affinity champion from Demonspawn faction in Raid Shadow Legends. Alure was released as the first batch of champions on July 2018 since the release of Raid Shadow Legends! She is one of the familiar faces you see in Brimstone Path Campaign as the enemy waves for campaign difficulty (Normal, Hard, Brutal, Nightmare).
Alure is well-known for her Psyhic Whip (A1 Skill) as she can lock down a single-target enemy with her Decrease Turn Meter ability! This is particularly useful against difficult bosses in Fire Knight, Magic Keep, Spirit Keep, Arcane Keep, Void Keep, Scarab King and Dark Fae. Apart from that, Alure’s Temptation (A2 Skill) is an AoE attack skill that applies Decrease Defense and Sleep debuff on multiple enemies. This makes her one of the best candidate to pair with Seer, as she can amplify her nuke damage when Seer has Opportunist (Tier 4 Offense Mastery) to deal more damage against sleeping enemies. If you are building Alure as a damage nuker for Arena (PvP content), her Hellish Blaze (A3 Skill) does a high amount of damage against a single-target while ignoring enemy defense, which can easily one-shot the enemy if build right! Last but not least, Alure has a useful Accuracy aura that can help with Faction Wars content if you do not have sufficient Accuracy banners to be equipped on all Demonspawn debuffer champions.
Overall, Alure is an amazing Epic champion who can help your account from early-mid-late game. She doesn’t need any skill tomes if you are mainly using her Psychic Whip to contain the enemy movement. However, if you are using her for end-game speed run such as Fire Knight Stage 21~25 and Astranyx the Dark Fae (Doom Tower Hard), investing skill tomes in her Temptation (A2 skill) will make your auto-run much more consistent.
Alure Skills
Psychic Whip
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%
Damage Multiplier: 1 ATK
Temptation (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%
Damage Multiplier: 1.7 ATK
Hellish Blaze (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%
Damage Multiplier: 4.6 ATK
Aura
Increases Ally ACC in Faction Crypts by 50.
Alure Build Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars | |
Recommended ArtifactsPvE: Bloodthirst, Impulse, Lifesteal, Reflex, Relentless |
Stats AllocationWeapon (ATK) |
Stats PriorityDebuffer: ACC, SPD, HP%, DEF% |
Alure Mastery Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars
Here is Alure’s all-rounder mastery build that caters for all content in the game, suitable for early-mid-late game players. If you want to specialize Alure for a certain area in the game, visit the reference section for a different mastery build!
Offense
|
Support
|
Alure Reference
This section covers Alure’s build specialized for specific areas in Raid Shadow Legends.
Alure All-Rounder Build
Here is Alure’s artifacts and masteries by Ayumilove optimized for Dungeons, Faction Wars and Doom Tower Hard content such as Scarab King and Dark Fae. Alure is equipped in Perception Set, Immortal Set and Speed Set to provide her ample amount of Health, Accuracy and Speed stats, so she is able to apply Decrease Turn Meter, Sleep and Decrease Defense on her foes. The stats to prioritize for this all-rounder build are Speed, Accuracy, Health and Defense. Critical Rate is a must for Alure as her Psychic Whip (A1 Skill) requires to perform a Critical Hit on enemies to apply the Decrease Turn Meter. If you are building her for end game content, it’s recommended to have at least 210~250 Speed, 300~350 Accuracy, 40~60K HP, 2~3K Defense with 100% Critical Rate for her to perform well in your team as a crowd controller especially against bosses. With Alure, she can lock down the opponent, while the rest of your team can take the enemy down safely.
Alure Scarab King Build
Here is Alure’s artifacts and masteries by BGE optimized for Scarab King Doom Tower Boss. Alure is equipped in Affinitybreaker Set and Speed Set to provide her ample amount of Speed stats and allows her Weak Hit to be converted into Critical Hit against Force Affinity enemies such as Scarab King, so she is able to apply her Decrease Turn Meter effectively. The stats to prioritize for Scarab King build are Speed and Accuracy to crowd control the boss, then Attack, Critical Rate and Critical Damage to defeat the boss quickly. BGE mentioned that the success rate for Affinitybreaker to convert Weak Hit to Critical Hit is a little low, which makes it not reliable sufficiently. To increase the odds of successfully decrease Scarab King turn meter, BGE built 2 Alure in Affinitybreaker Set to ensure the Scarab King turn meter remains under controlled.
Alure Champion Lore
Alure cannot remember her childhood very well. She had a home, up in the hills and out of sight. It was an old castle that from the outside appeared abandoned, but was clean, well-kept, and warm deep within. She remembers having toys, playing with friends, and exploring the dusty corners of her home. She remembers finding none of that strange.
Later, she learned the truth: that her innocence was bought with blood and pain from all around her. As far as the world outside was concerned, Demonspawn like her were not born of loving parents. They did not have friends, toys, or childhoods. They did not grow up. To the people of Teleria, the Demonspawn were monsters. They crawled from pits in hellish Anathraad, servants of the dark Lord of Shadow Siroth. They were evil to their core. Their existence was bent purely to the destruction of all living things, and their bloodlust was unending. To the people of Teleria, the Demonspawn were an existential threat, and any sane Human, Elf, Orc, or Lizardman would draw steel and kill a Demonspawn without a moment’s hesitation.
Shielding Alure from the world outside took perpetual vigilance from her family. She had no concept of the sacrifices that her parents made – that all the Demonspawn around her made – to exist at all in Teleria. The secrecy. The lies. The danger entailed with every outing for food and supplies. The preparation, every day, to fight for their lives. All these burdens, carried by the adults around her so that Alure could live a happy life.
It did not last forever. Someone hiding in the castle must have made a mistake, or perhaps finally her family ran out of luck. Either way, the Sacred Order fell upon them, Banner Lords forces by their side. Alure was the only survivor, and she would not have even been that if not for the actions of Bad-el-Kazar.
Alure never learned why he came to the castle. She knew however she had been moments from death, that it was Kazar’s hand that saved her, and it was that hand which led her to safety. She could not help but look past his terrifying visage, for she saw in him a protector. He promised to make her strong. After she witnessed the slaughter of her family, how helpless her defenders had been, strength was the only thing she wanted.
And so Kazar gave Alure strength. While their relationship lacked the warmth that she grew up with, Alure did not resent the lack – indeed, as far as she was concerned, the warmth of her childhood had left her helpless when danger had finally come. So she trained as hard as Kazar demanded, then even harder still. Kazar honed Alure into a blade. She mastered stealth, magic, and the art of the sword, and Kazar conducted dark rituals that unlocked the power of Alure’s Demonic blood and increase her power further.
By Alure’s early teens, she was among the most skilled assassins in all of Teleria. She longed to be let loose, to be sent on missions of mass destruction against the Banner Lords, but Kazar refused, bending her instead towards furthering his own inscrutable interests. She was frustrated, but she obeyed. She trusted Kazar, for his strength had saved her, protected her, and prepared her for the world in a way that nothing else had. That trust would prove misplaced. For a blade, no matter how strong, is but a tool. And tools, once broken, may find themselves discarded.
Alure Videos
Raid Shadow Legends Alure Champion Guide by ASH
Raid Shadow Legends Alure Champion Guide by BGE
Raid Shadow Legends Alure Champion Guide by Tyrauku
Raid Shadow Legends Alure Champion Guide by Chofly
Raid Shadow Legends Alure Champion Guide by Edward Moore
and can someone give me a good team for alure (for game beginners)
why No defense mastery upgrade????
I am curious
Is she good in fire knight hard ?
@Joseph Garrison: You can go with Cruelty Blessing to reduce the boss defense to improve your main attacker damage output.
Best blessing for Dark Fae?
Oh ok now it makes sense. I cant even get gold in arena so I guess I will never have my acc that high
@fergyjr420: The Accuracy on the Alure’s all-rounder build comes from Perception Set, mastery, and Great Hall Accuracy bonus.
I find it hard to see how u got so much acc & speed in the set up u put for all rounder build. Add up the acc from your gear & its only +181
I barely got my acc over 200 in full perception set with acc primary on my chest pc
I run her in Relentless and Perception…. She hits pretty well, but is really useful in TTA and FK… Ill definitely be testing her out in Scarab and Dark Fae.
@Walter Kruse, just bring a buff stealer or remover, also make sure AI is set to always use that skill, I find that sometimes AI is dumb and never use that skill when it’s just one guy left.
Void should be five stars. Using her A1 only, the enemy almost never gets a chance. Just my opinion.
@StopGamer is TM reduction a buff?
Hello and thanks for the site!
It isn’t of huge consequence- I’m sure most people will figure it out – but there is an odd error in the Masteries graphic where the “Heart of Glory – Keen Strike …” line of text is repeated below the “Methodical – Kill Streak …” images below.
Does heavencast blessing work on Alure TM reduction A1?
@ayumilove Retaliation being effective on her will be pretty niche. When someone hits her to proc it they’ve just used their turn and as such have no tm to reduce. Niche because possibly they stole your TM and then if retaliation procs you can be like “well fine, then neither of us gets it.”
She´s S tier for sure not A Tier.
No other champ can do, what she can. 75% Turn meter each turn is absolutly bonkers.
@sauce: If you want to auto-battle Dark Fae or Scarab King for Doom Tower content, then it’s worth building 2 of them. Also, if you are having trouble finding decent champions for Demonspawn faction, Alure is a great candidate to crowd control enemies if you do not have any reviver champions!
Is it worth to build 2 alures?
@Line2pk: Yeah, you can use Alure in Retaliation Set, which is great against champions who are faster than you, especially for early-mid game. For late game, I would recommend using Accuracy/Perception Set and Speed Set, so Alure can crowd control enemies much more effectively for more difficult content!
She is good with Retaliation set?
@Jerry yes, and evil eye works best on random hit A!’s like Alure’s as it is full 20%, but will effect each enemy hit.
One Question, the Evil Eye Matery? does it add up and above her skill. so that her first hit can hit like 45%? or is it a waste?
@Stephen, @Martin: I have corrected Alure’s A2 damage multiplier from 3.4 to 1.7 ATK as it was combining both 2 hits in the A2 attack.
Just a question, There was this video earlier about her and the comment section says that her hit A2 hits like 1.7 atk per hit rather than 3.4. or is it really 3.4 per hit and actually does like 6.8 atk total?
Im tempted to build her since if she does that amount of damage, she is mega broken.
Correction for Hard doom tower, Alure needs over 350 ACC.
I’m just going through looking at champion multipliers and was just wondering, her A2 seems awfully high. A 2-hit 3.4 would be a nearly 7 multiplier AoE. That would make it the hardest hitting in the game I believe? And her A3 seems to be a little low. Especially when compared with Alika’s nearly identical skill which has a 6.3 multiplier. If these are the correct numbers, obviously that that, just thought I’d bring it to your attention.
Alure needs over 200 ACC for her A1, A2 for Doom Tower, I have her for Scarab King team, very useful, using destroy set, high critical %. 172 speed.
fully booked but no mastery still helped my team beat that crab, the other decrease turn meter champ I used is Coldheart.
Alure makes things take forever on auto level 15, second fight as one of the enemies casts un-killable and she continues to reset turn meter and the fight never ends, having maxed out debuffs with many, many turns in them,
as I found out lol.
she is great in the arena,herA2 does damage and crowd control,speed her up to be second ,after you shield your team with guys like zelotah…amazing,she shelved my brakus the shifter in the arena!!
@Walter – its a bit of a cheat but i made my Alure very glass cannon and have a res champ in the team – she is mostly dead til the boss! I also tried Thensil but he wont target a single enemy with his buff debuffer. (I can’t do 20 like this yet)
@Walter Kruse try using some champions that can remove buffs(if u have) or at least decrease buff duration
Walter, you could bring a dispeller or improve nuke power. Juliana’s ascended skill won’t cut it, I think that is an AI issue.
Juliana on manual and later Gorgorab worked for me untill I improved the DPS champs.
During Fire Knight, how do you overcome the obstacle of her constantly resetting the turn meter of the champion in wave 2 with an unkillable buff? Thus making the guy immortal and impossible to get to the Fire Knight.
She’s definitely an asset in FK.
Yes she’s weak affinity but she will still be quite consistent in keeping him from getting a turn.
Obviously waves will kill her fast if you don’t build a team around her that’s able to control them, as well as deliver enough hits to get the shield down.
@Rob: Dragon’s Lair boss and Clan Boss are immune to Turn Meter manipulation effects. Hence, you could not Decrease Turn Meter or Steal Turn Meter from them.
Guys what dungeon bosses are NOT immune to turn meter manipulation?
Fire Knight, and what else?
I think building her with CRate+ACC+Speed is the best way possible because her A1 is just so strong
I find her quite useless and tried her many times on FK with not much luck. An overrated magic affinity character that never made much sense focusing her on FK. Even worse on Dragon’s Lair.
@MaxBT : Dragon is immune to turn meter manipulation. Reducing Alure almost to useless in Dragon’s Lair.
While at FK, you can keep the shield off.
It’s weird when this page judge she is great in FK but not in Dragon Lair. You mean other stages but not stage 20 ? Because FK stage 20 is Force, she is Magic, it’s better if we use Spirit champs against Force boss, right ?
A lot of people sleep on her A2 in the arena speed lead first boost turn meter 2nd champion decrease defence then Alure A2 and they all sleep because of the decrease defence this is a totally looked over ability once a whole team is zzzzzz arena becomes a whole lot more manageable this combo has pushed me into platinum a few I just don’t spend the ££££ to stay there
She’s fantastic in Relentless + Accuracy (or Speed).
I use Alure with a crit rate set, a accuracy set, and a speed set in mid game fire knight.
@Vaha: Yes, you’re right. I have updated Alure’s equipment guide to prioritize on Critical Rate. If the amount of Critical Rate can be achieved through substats alone, you can have different primary stats to go for the Gloves.
Shouldn’t crit rate gloves/crit rate substats be absolutely top priority given her primary function requires it?
Hi! Given that Alure’s main function is to decrease ennemies turn meters, and that she is not much of a damage dealer, isn’t “cycle of violence” a bit useless?
@Paul: Both Warmaiden and Alure can be use till end-game dungeon.
1. Alure can be use for Ice Golem Stage 20, Fire Knight Stage 20, Magic Keep Stage 15, Spirit Keep 20 and Void Keep Stage 15. She can also be used to stall enemies in Arena Gold IV against powerful attackers (e.g. Rotos the Lost Groom)
2. Warmaiden will help you to progress very quickly for early-mid game compared to Alure especially most dungeons 1~14. Then once are in end-game but still did not get any good champions, you can still use Warmaiden for Dragons 20 by having her gear much more defensively, so she does not die in battle in just a few hits. If you are able to setup a Nuke Team (with 1 Reviver in team in case someone dies in battle), you can go all out full Attack and Critical Damage, provided all your team members just bombard enemies with AoE attacks and not letting the enemy attack more than once.
Hey Ayumilove, would you recommend to upgrade her or Warmaiden for general progress
@Spreit: It’s better to go Offense Tier 6 Mastery Giant Slayer for more damage. Accuracy can be obtain easily through equipping with Accuracy Set, Accuracy substats from equipment, and Great Hall Mastery. It’s only worth using Eagle-Eye mastery for champions who is Critical in winning the battle (e.g. Arena Offense). Alure is not used much in Arena Offense except for situational cases where you want to slow down enemy attack champions from performing their attack, but that alone they have very low resistance (below 200). End-game is always Offense Tier 6 Masteries for Clan Boss and Dungeons. For end-game Arena, you can pick Eagle-Eye but if you are 80~100% using that Champion mainly for Arena.
@Spreit
well, yeah
Hey Ayumilove! Thanks for the great content! it’s very helpful. I have 1 question in mind, since alure s kit does not revolve aronud her damage, but her turn meter manipulation, isn’t it better to take the Eagle-Eye mastery (down bottom right) instead of GS, and to replace 1 ACC set with another speed set?
@Raayna: C:Rate Substats ought to be used to achieve that. Since Alure is a utility champ and no damage dealer, she won’t be able to lifesteal well. So high Defense/HP helps her survive lvl 20 dungeons. Especially in scenarios without a revive champ.
@Ayumilove:
Valid points. But in higher tier dungeons it’s not the boss who is hard but the waves at the beginning. You can’t really keep them permalocked unless your whole team focuses in Dec TM. 250 Acc is usuall achievably fairly early due to being magic affinity and most players investing in Great Hall ACC Bonuses. The additional ACC from the Support Tree won’t affect performnce imo.
Due to the recent patch with the leech buff Defense Tree might be helping in progressing the dungeon and adding surviveabilty for the whole team with CounterAtk-DecTM and Leech.
I’ve got double Alure and she is fantastic in FK…got to be the best champ for that dungeon, I run Lyssandra as well…crit got to be 100% with at least 200 Acc…then all you need is speed and a bit of def to keep her alive…
are you sure you counted the tomes right? Aren’t there 12?
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.
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
@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.
@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.
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
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.
@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.
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.
@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.
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
@AlCapwnn you need accuracy because her a1 turn meter decrease can be resisted.
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?
@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.
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?
@Elfangor: Thanks for your input! I have updated Alure mastery to use Deadly Precision rather than Blade Disciple.
Why Blade Disciple and not Deadly Precision? Doesn’t she benefit from crit too?
@LotroFantic: Thanks for your input! I have updated Alure Basic Mastery from Steadfast to Pinpoint Accuracy.
Pinpoint accuracy should be more important than a little HP. She needs it to overcome resistance.