Iron Twins Fortress Dungeon Guide | Raid Shadow Legends

Iron Twins Fortress Dungeon Guide | Raid Shadow Legends Dungeon Bosses
The Iron Twins is a Raid Shadow Legends boss that can be found in the Iron Twins Fortress, a dungeon that resets every day and changes its affinity daily. This challenging encounter requires players to be swift in defeating the metal monstrosity, as the difficulty increases over time. To achieve success, players must have a well-planned strategy that accounts for the boss’s mechanics, which we will now explore in detail.

Dungeons Index

Iron Twins Content

Iron Twins Farmable Resources
Iron Twins Strategies
Iron Twins Champion Tier List
Iron Twins Fortress Video Guides

Iron Twins Fortress Content

Iron Twins Skills
Iron Twins Guide
Iron Twins Stats

Iron Twins Guides

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

Iron Twins Farmable Resources

Mortal Soul Coin, Immortal Soul Essence, Eternal Soul Essence

Iron Twins Fortress 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 DEE] 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 10 turns of [Ironbrand]. The enemy with the next highest DEF will receive 9 turns of [Ironbrand], while the enemy with the next highest DEF will receive 8 turns of [Ironbrand], and so on. If an enemy already has a [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 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 10 turns of [Ironbrand]. The enemy with the next highest ATK will receive 9 turns of [Ironbrand], while the enemy with the next highest ATK will receive 8 turns of [Ironbrand], and so on. If an enemy already has a [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 [Passive] Attacks all enemies 2 times. Each hit places or extends a [Ironbrand] debuff. The first hit places a [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 a [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 [Passive]: Whenever the Iron Twins’ HP drops below 85%, 70%, 55%, and 40%, instantly attacks all enemies, then removes all debuffs from the Iron Twins. 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 [Passive]: Immune to [Stun], [Freeze], [Sleep], [Provoke], [Block Cooldown Skills], [Fear], and [True Fear] debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown-increasing effects.
  • Almighty Strength [Passive] Damage from skills that scale based on enemy MAX HP cannot exceed 10% of the boss’ MAX HP when attacking the boss. Poison Effects are 90% less effective.

Iron Twins Guide

Iron Twins Speed, Accuracy, Resistance Requirement

There are 15 stages to complete and you ideally want to be farming the highest stage you can farm. To be successful, aim for:

How much Speed required to go before Iron Twins?

  • Stages 1-6: 150+ Speed to go before Iron Twins
  • Stages 7-12: 220+ Speed to go before Iron Twins
  • Stages 13-15: 250+ Speed to go before Iron Twins

How much Accuracy required to inflict debuff on Iron Twins?

  • Stages 1-6: 155+ (104 if you bring Increase Accuracy)
  • Stages 7-12: 280+ (187 if you bring Increase Accuracy)
  • Stages 13-15: 555+ (370 if you bring Increase Accuracy)

How much Resistance required to avoid debuff from Iron Twins?

  • Stages 1-6: 230+ (115 if you bring Decrease Accuracy)
  • Stages 7-12: 355+ (180 if you bring Decrease Accuracy)
  • Stages 13-15: 705+ (350 if you bring Decrease Accuracy)

How much Health and Defense to survive Iron Twins attack?

  • Stages 1-6: 25K Health and 2400 Defense
  • Stages 7-12: 40K Health and 2800 Defense
  • Stages 13-15: 50K Health and 3500 Defense

How to beat Iron Twins Fortress?

  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.
  2. 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.
  3. [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.
  4. [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.
  5. Two of the Iron Twins’ skills, Rulnous 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.

Iron Twins Stats

Iron Twins Fortress Stats in Dungeon Stage 1 to 15 - Raid Shadow Legends

Iron Twins Strategies

Iron Twins Fortress Champion Tier List

Champion by Rarity: Legendary | Epic | Rare | Uncommon | Common

Mythical Champions Ranking

5★ Iron Twins | Mythical Champion

4★ Iron Twins | Mythical Champion

3★ Iron Twins | Mythical Champion

2★ Iron Twins | Mythical Champion

1★ Iron Twins | Mythical Champion

Legendary Champions Ranking

5★ Iron Twins | Legendary Champion

4★ Iron Twins | Legendary Champion

3★ Iron Twins | Legendary Champion

2★ Iron Twins | Legendary Champion

1★ Iron Twins | Legendary Champion

Epic Champions Ranking

5★ Iron Twins | Epic Champion

4★ Iron Twins | Epic Champion

3★ Iron Twins | Epic Champion

2★ Iron Twins | Epic Champion

1★ Iron Twins | Epic Champion

Rare Champions Ranking

5★ Iron Twins | Rare Champion

4★ Iron Twins | Rare Champion

3★ Iron Twins | Rare Champion

2★ Iron Twins | Rare Champion

1★ Iron Twins | Rare Champion

Uncommon Champions Ranking

5★ Iron Twins | Uncommon Champion

4★ Iron Twins | Uncommon Champion

3★ Iron Twins | Uncommon Champion

2★ Iron Twins | Uncommon Champion

1★ Iron Twins | Uncommon Champion

Common Champions Ranking

5★ Iron Twins | Common Champion

4★ Iron Twins | Common Champion

3★ Iron Twins | Common Champion

2★ Iron Twins | Common Champion

1★ Iron Twins | Common Champion

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7 thoughts on “Iron Twins Fortress Dungeon Guide | Raid Shadow Legends

  1. Ayumilove Post author

    @Leon Smigielski: I have added Maulie Tankard to the Iron Twins list. Thanks for highlighting it! There are many more champions that needs to be populated, this will take some time to cover all of them.

  2. Leon Smigielski

    I am just curious as to why Maulie Tankard doesn’t appear in the list??

  3. Sarella Sand

    Helicath is missing from the list :O

  4. LazarouDave .

    Where do Tyrant Ixlimor and Roshcard the Tower fall on this list, there are so many missing names.

    If they don’t appear, are they just that bad that you may as well ignore them?

  5. cz5gifts Cheryl

    Hi Ayumi!!!

    I am a dedicated reader of your most wonderful information, without which I would never be where I am in the game. My most humble and appreciative thanks to you, you perform an amazing service for all players.

    My question, what category does Apothecary fall in Iron Twins? Either I am blind (most likely) or he isn’t on here. Once again, thank you!!!

  6. iSimpforArbiter

    Ayyyy, update! Thank you very much Ayumi for your continuous and hard work; I recommend everyone who asks questions about the game to this site (since can’t help ya much otherwise :c, no money no honey). Currently haven’t played the game for while, but I’ll get back to it eventually- sometime…

  7. LoneDragon

    Gnishak is 3 star, right? He’s 3 star on his page but not on this list.