OverviewNAME: Narma the Returned AbilitiesRSL_Aoe_Heal Obtain fromAncient Shard Blessings Recommendation |
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Narma the Returned Overview
Narma the Returned, the toxic specter of the Knights Revenant, emerges in Raid Shadow Legends as a spectral force of vengeance and decay. Her pale visage, framed by a dramatic black-and-gold collar, glows with eerie defiance, while crimson ribbons swirl around her like whispers of past curses. Once a feared enforcer of the Cult of K’Leth, Narma was betrayed by her rival Sheleth and cast into the Crag of Despair, a cursed exile that twisted her soul. Decades later she resurfaced, silent and pallid, wielding twin poison-coated sickles. Her return was swift and brutal; Sheleth’s reign ended in a single strike. From that night she was known only as The Returned, a living embodiment of agony whose hunger for pain was matched by her ruthless precision in battle.
Since her rebalancing in late 2025, Narma has become a formidable Legendary Support champion, thriving in Poison Explosion teams and solo boss encounters. Her signature skill, Weirding Dance (A2), strikes a target with Decrease ATK, spreads Leech across all enemies, detonates all Poison debuffs, and heals allies by 25% of her max HP. This ability allows her to both punish and preserve, making her a top-tier pick for Dragon runs and synergistic setups with Poisoners like Elenaril and Zavia. Her healing and detonation timing reward players who can set up poison stacks efficiently before unleashing her wrath.
Toxin Trance (A3) adds depth to her venomous rhythm. It infects a single enemy with three stacks of Poison and Poison Sensitivity, but if the target already carries three or more debuffs, the affliction spreads to all enemies. This mechanic makes her a powerful wave clearer and a strategic threat in debuff-heavy fights like the Demon Lord Clan Boss. However, players must manage her A2 and A3 carefully, detonation consumes poison stacks, so timing is key to maximizing her damage output across multiple turns.
Her passive, Caustic Rebuttal, ensures that poison is ever-present. When allies are attacked, she has a 25% chance to retaliate with Poison; when she herself is struck, the chance rises to 50%. Enemies under Poison debuffs deal 5% less damage per stack, up to 25%, turning her toxins into both offense and defense. Combined with her aura that boosts ally Accuracy in Dungeons, Narma becomes a master of attrition, eroding enemy strength while empowering her team’s debuff reliability.
In battle, Narma the Returned is more than a support — she is a toxic tide. Her kit rewards patience, timing, and synergy with other Poisoners. Whether dismantling bosses through detonation or crippling Arena foes with layered debuffs, she embodies the Knights Revenant creed: vengeance through decay. In Raid Shadow Legends, she is the venom that lingers, the curse that spreads, and the revenant who never truly dies.
Narma the Returned Skills
Hell Crescent
Attacks 1 enemy. Has a 50% chance of increasing the duration of 3 random debuffs on the target by 1 turn.
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Buff/Debuff Chance +10%
Level 5: Buff/Debuff Chance +15%
Damage Multiplier: 4.9 ATK
Weirding Dance (Cooldown: 5 turns)
Attacks 1 enemy. Has a 75% chance of placing a 50% [Decrease ATK] debuff for 3 turns. Also has a 75% chance of placing a [Leech] debuff on all enemies for 2 turns. Then instantly activates all [Poison] debuffs on all enemies. Heals all allies by 25% of this Champion’s MAX HP.
Level 2: Damage +10%
Level 3: Buff/Debuff Chance +5%
Level 4: Buff/Debuff Chance +10%
Level 5: Buff/Debuff Chance +10%
Level 6: Cooldown -1
Level 7: Cooldown -1
Damage Multiplier: 6.5 ATK
Toxin Trance (Cooldown: 5 turns)
Attacks 1 enemy. Has a 75% chance of placing three 5% [Poison] debuffs and a 25% [Poison Sensitivity] debuff for 3 turns. If the initial target is already under 3 or more debuffs, places three 5% [Poison] debuffs and a 25% [Poison Sensitivity] on all enemies for 3 turns instead.
Level 2: Damage +15%
Level 3: Buff/Debuff Chance +5%
Level 4: Buff/Debuff Chance +10%
Level 5: Buff/Debuff Chance +10%
Level 6: Cooldown -1
Level 7: Cooldown -1
Damage Multiplier: 6.8 ATK
Caustic Rebuttal (Passive)
Whenever an ally is attacked, has a 25% chance of placing a 5% [Poison] debuff on the attacker for 2 turns. Whenever this Champion is attacked, the chance increases to 50%. Enemies under [Poison] debuffs inflict 5% less damage per each [Poison] debuff on them (stacks up to 25%). If there are multiple Champions on the team with this skill, only one will activate.
Aura
Increases Ally ACC in Dungeons by 80
Narma the Returned Build Guide
| Champion Build Guide | |
Recommended ArtifactsPvE: Bloodthirst, Impulse, Lifesteal, Reflex, Relentless |
Stats AllocationWeapon (ATK) |
Stats PriorityATK Nuker & Debuffer: ATK%, C.RATE, C.DMG, SPD, ACC |
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Recommended RelicsPvE: Mind of Marquat, Sporeburst Rod, Temporal Stagnator, Saint Zavier’s Tribute, Skull of Treason, Gaze of Damnation, Hand of Uncreation, Steel Eyed Cutter, Crown of Corruption, Hallowed Hilt, Andromeda’s Diadem, Codex Luminis, Draught of Ire, Frostspawn Cocoon Champion SkillsHeal |
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Narma the Returned Masteries Guide
Arena, Campaign, Dungeons, Faction Wars

Offense
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Support
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Clan Boss (Speed Tuned)

Offense
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Defense
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Narma the Returned Champion Lore Synopsis
Narma the Returned was once a senior Knight Revenant, feared both by her enemies and by her own brethren. As a long-standing member of the Cult of K’Leth, she quickly became locked in rivalry with Sheleth, another powerful Knight Revenant who singled her out as an adversary. Narma despised Sheleth’s open contempt for the cult’s acolytes, recognising that such scorn bred unrest among the lower ranks. She feared that Sheleth’s behaviour might expose the grim truth of the cult, that no acolyte’s soul would ever be granted a new body, and that this revelation could spark rebellion against their masters.
Driven by this concern, Narma challenged Sheleth to a duel in the catacombs of Narbuk. The battle was fierce and evenly matched, but Sheleth’s mastery of dark sorcery gave her the upper hand. She conjured a portal to the Crag of Despair, a desolate outcrop crawling with Demonspawn in the Lost Isles. Narma was hurled through the gateway and trapped, abandoned to die on that cursed land. With the portal sealed, Sheleth claimed victory, leaving her rival to what seemed a certain doom.
Years turned into decades, and Sheleth’s arrogance continued to erode the reputation of the Knights Revenant. Fewer recruits sought to join the Cult of K’Leth, and senior members debated how to restrain her, though none could agree on a course of action. Their indecision proved unnecessary, for fate intervened. One storm-lashed night, during a council gathering in the ruins of Narbuk, a figure appeared demanding Sheleth’s presence. The Knights recognised her as Narma, though she had changed beyond recognition. Her pallid form, chilling voice, and twin poison-coated sickles marked her transformation. She challenged Sheleth once more before the council.
Sheleth accepted, but the duel ended almost instantly. Narma struck with unmatched speed and precision, cutting her rival apart before she could mount a defence. Declaring the score settled, Narma reclaimed her place among the Knights. From that night she was known as The Returned. Though she never spoke of her time on the Crag of Despair, its influence was evident. She developed a disturbing hunger for pain, both self-inflicted and inflicted upon others. Some whispered that her exile had awakened dulled senses, making her crave agony as a means of feeling alive. Others believed she owed a demonic power a debt of torment. Whatever the truth, a faction of pain-worshippers gathered around her, revelling in her acts of cruelty.
Narma’s role extended beyond her personal vendettas. She became an enforcer within the cult, silencing arrogance among fellow Knights and eliminating allies who grew troublesome or spread dangerous rumours about soul gems. On the battlefield she was a storm of blades, her dance-like movements impossible to follow. She toyed with her opponents, crippling them piece by piece before delivering the final blow. Those who faced her often fled, and those who begged for mercy found only mocking laughter. Narma the Returned had become a living embodiment of agony, feared by all who crossed her path.
Narma the Returned Updates
- (2025-11-12) Raid Shadow Legends Patch Notes V10.90
- (2023-10-12) Raid Shadow Legends Patch Notes V7.60
- (2020-10-29) Raid Shadow Legends Patch Notes V2.30
Narma the Returned Videos
Raid Shadow Legends Narma the Returned Champion Guide by ASH
Raid Shadow Legends Narma the Returned Champion Guide by LokiMagics
@Long: Narma the Returned skill have been updated to Patch 10.90. Thanks!
Please update her @Ayumilove.
She got buffed. Update her skills
Let me 1st point out that I have a brain injury. So, I struggle to understand nearly all but the simpler aspects of the game. It might also explain why I put her in Savage + Cruel. Even though, she’s has enabled me to score 40 to 50 mill on Ultra C.B.
I’m not saying she’s the greatest but, to me, she has made a very big improvement to my Clan Boss game
Got her. Iffy on Building her. Il level her and decide later. Faction wars for now.
Why is she rated so poorly for Eternal Dragon? What am I missing?
it’s an amazing champion. I’ve fully booked her and she gave a great effect on my normal speed CB team!
After i’ve made the unkillable I still use her just turning off the A2.
A3: 3 poisons + poison sensitivity is great! however she won’t be able to keep the debuff bar full of poisons alone.
A2: After booking she herself keeps the decrease attack debuff on CB all the time long. With HP 55k+ and 7 poisons on CB her healing is wonderful
A1: she is neither Visir nor Septimus, but she does her extensions.
And she shines not only in CB. Built well with HP, resist, speed and accuracy she is also in my teams for dragon 20, golem 20, nether spider, and eventually in some more places
Her kit seems very similiar to Aox the Rememberer (minus the poison sensitivity) Poison, Dec Attk, heal and Debuff extend. Wow she needs a lot of books. Is she worth the time to build over Aox for clan boss?
She dropped for me from a Sacred shard and just now from an Ancient one so I got her double. So great, couldn’t have gotten literally any other legendary to help me out but whatever.
What would be indicated in these cases? Empower the original or keep the second for backup? I also have Vizier Ovelis so I don’t really need her debuff prolonging ability.
Could use some advice, thanks!
She priorities a2, for me it would be better to prioritize a3 🙂
@Autómatic
I play CA team with skullcrusher and my idea was to play her with speed around 195 to be synchronized with CB aoe attacks. 4:3 would solve it but my case is little bit specific. I think her strong A1 and could work well with CA. I want to sure that she can keep dcc attack all the time before I invest 16 books to her. If she spam A3 when it is ready it would mean that one turn CB attacks without dcc attack unless Narma extends this debuff. Logical would be that she prefers A2 over A3 but many champions has problematic AI on auto. If you play on auto which skill she use sooner?
@Igraczech
i run her 4:3 ratio, and she keeps boss under dcc atk for entire time no problem + she extens buffs and keep 6 posions on the boss from turn 9..so full debuff bar….she is amzing cb champ
In every video guide they use another dcc attack hero like altan or another debuff extender like warlord. What is the skill she prioritize? In case she always use a3 first she would not be able to keep dcc attack all the time (rotation would be A3 A2 A1 A1 A3…). What is your experience with narma as the only dcc attack hero? Is she able to keep this key debuff on CB all the time?
She is not in the Poison category
I have narma and i build her with offence + deffence masteries and i’m doing 1 key nm cb, if any have her build with accuracy masteries pls comment here how she does.
I run double CA with her and i’m making 40-43m dmg on nm.
@newsun: Yes, the skill damage multiplier will be added to the champions once available.
@Knock.Seo: One of my Clan member who has Narma the Returned uses her in Ultra Nightmare Clan Boss and able to 2 key it using an unkillable team setup. She brings Poison, Poison Sensitivity and Debuff Extension which are all important in dealing high amount of damage to the Clan Boss. If the team synergy is build correctly, she can display amazing results.
@Knock.Seo
Are you as dumb as a doorknob?
Did you even bother reading her kit? it is amazing for CB.
These negative comments about her are crap. I dont have unkillable, and she took me from about 20-25k damage on nightmare to 30-35k damage. Yes the amount of books are ridiculous, but if you dont have unkillable, or if they nerf unkillable soon, she can def be worth it on the right team. I use her with septimus to help with the debuff extend RNG.
I like the addition of the damage multipliers…is this something you’re going to fill in for others as well?
@Baggabonez
I totally agree with your comment. I feel like got mugged after spending so much money abd investigating 16 tomes to her. All her skill sets are single target and doesnt synergize at all with others well. I wonder why almost every content creators are complementing her. Does they get some kind of commissions by doing so?
Erinyes 2.0. So disappointed I 6* and fully booked. FB is exponentially better. period. Erinyes might be better. Narma’s kit has so much potential but lacks synergy because she doesn’t extend ALL debuffs. Hence, she can’t keep her DoT’s up reliably enough to replace other champions that either DoT or extend debuffs.. It’s laughable. Even Erinyes applies DoTs reliably (100%) since being reworked on her A1 AND she extends ALL debuffs. Her baby heal won’t replace LS gear. In addition, Narma requires so many books she should have been librarian. WHEN Plarium moves poison to her A1 she still won’t be worthy of being a lego given the booking requirement, imo.
I just got her and her kit seems great, I will definitely be using her in clan boss but feel like I definitely need to fully book her to make her worth while in my team
@Drauku: She is worth 6 starring for Clan Boss as she can apply Poison and Poison Sensitivity, along with Decrease Attack which is immensely beneficial in achieving high damage in late game Clan Boss. However, she requires a lot of Legendary Skill Tomes.
I wish I had recorded my game this morning, I got Narma from the second of two sacred shards.
Now I have to figure out if she’s worth 6*’ing as I’m F2P and only have enough resources to 6* a single one between Seeker, Stag Knight, Grush, Sinesha, or Doompriest.
@Kratomous: It’s a skill description error on my side! I have corrected it to 5% Poison and 25% Poison Sensitivity.
@Alahar: I have updated Narma’s faction from Undead Hordes to Knight Revenant. Thanks!
Narma is Knight Revanant, not Undead
She really does a 25% poison on her a3? whoa