Skeuramis | Raid Shadow Legends

Raid Shadow Legends Skeuramis Skill Mastery Equip Guide

Overview

NAME: Skeuramis
FACTION: High Elves
RARITY: Epic
ROLE: HP
AFFINITY: Magic
RANK: B
USABILITY: Situational
TOMES: 15 (A2 A3)

Abilities

RSL_AllBattles_HpAura
RSL_AoE_DecreaseAttack_50%
RSL_AoE_DecreaseBuffDuration
RSL_AoE_Provoke
RSL_Self_ContinuousHeal_15%
RSL_Self_CounterAttack
RSL_Self_IncreaseTurnMeter
RSL_Target_StealTurnMeter
RSL_Target_Stun

Obtain from

Ancient Shard
Sacred Shard
Primal Shard

Blessings Recommendation

Cruelty (Debuffer)

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

Skeuramis Skills

Outpace
Attacks 1 enemy. Has an 80% chance of stealing 15% of the target’s Turn Meter. Has a 20% chance of placing a [Stun] debuff for 1 turn if the target’s Turn Meter is fully depleted by this skill.
Level 2: Damage +5%
Level 3: Buff/Debuff Chance +5%
Level 4: Damage +5%
Level 5: Buff/Debuff Chance +5%
Level 6: Damage +5%
Damage Multiplier: 0.21 HP

Effortless Superiority (Cooldown: 4 turns)
Attacks all enemies. Decreases the duration of all enemy buffs by 1 turn. Also has a 60% chance of placing a 50% [Decrease ATK] debuff for 2 turns. Fills this champion’s Turn Meter by 10% for each buff that has its duration decreased.
Level 2: Damage +5%
Level 3: Buff/Debuff Chance +5%
Level 4: Damage +10%
Level 5: Buff/Debuff Chance +10%
Level 6: Cooldown -1
Damage Multiplier: 0.25 HP

Hold the Front (Cooldown: 4 turns)
Has a 75% of placing a [Provoke] debuff on all enemies for 1 turn.
Places a [Counterattack] and a 15% [Continuous Heal] buff on this Champion for 2 turns.
Level 2: Buff/Debuff Chance +5%
Level 3: Buff/Debuff Chance +5%
Level 4: Buff/Debuff Chance +5%
Level 5: Buff/Debuff Chance +10%
Level 6: Cooldown -1

Aura
Increases Ally HP in all battles by 25%

Skeuramis Build Guide

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

Recommended Artifacts

PvE: Impulse, Reflex, Relentless
PvP: Immunity, Protection, Stoneskin, Untouchable
PvE & PvP: Divine Speed, Fortitude, Immortal, Regeneration, Resistance, Righteous, Speed, Supersonic

Stats Allocation

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

Stats Priority

Buffer: RES, SPD, HP%, DEF%

Skeuramis Mastery Guide

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

Raid Shadow Legends Skeuramis PvE Mastery Guide

Offense

  1. Deadly Precision
  2. Keen Strike
  3. Single Out
  4. Life Drinker
  5. Bring it Down
  6. Wrath of the Slain
  7. Methodical
  8. Warmaster

Defense

  1. Tough Skin
  2. Blastproof
  3. Rejuvenation
  4. Resurgent
  5. Delay Death
  6. Retribution
  7. Deterrence

Skeuramis Champion Lore

Skeuramis was born a commoner and became a hero, upon a stage of high drama in the history of Teleria. In the Age of Hellfire Siroth launched his Second Great War, invading the world with both Demonspawn and a horde of Undead that he had secretly assembled in his dark realm of Anathraad. In response, the Arbiter sent forth a sacred clarion call, and across the world the mortal races set aside their differences to heed it. They had weathered the storms of Darkness for generation after generation, and when they raged their hardest, Telerians stood united.

Skeuramis the Elf stood beside hulking Ogryn, war-painted Orcs, sharp-clawed Lizardmen, and ranks of Humans, all mustering before holy battle-altars of the Sacred Order, girding themselves for war. It was a scene of multicultural magnificence unlike any other. Lords and ladies stood beside their peasants as nigh-equals, for each one knew that the devouring Darkness would see no difference between noble and commoner, should they fail. And all the mortals who had gathered to defend Teleria were awed and humbled by the Arbiter herself when she visited each site and host in turn to bestow her grace, even but briefly. Her words echoed in the hearts and minds of everyone.

When the armies of Darkness fell upon he and his fellow warriors, Skeuramis felt the Arbiter’s blessing surge like righteous fire within him, and though he was but a humble craftsman who had undergone hasty training at arms, that blessing guided his limbs and steeled his courage and he fought as though he had trained for decades. In his first clash he wielded a simple, mass-produced spear, and mastered it. After several battles he was awarded a fine greatsword, plunder from a clash with the Undead, and though it was an unwieldy and exotic blade he intuitively understood how to wield its weight and momentum. The Arbiter’s grace was strong upon him indeed, and though an Elf of few words, others looked to him as an anchor in the heat of battle.

For year after year the war raged on, and Skeuramis proved himself time and again. Near the end of the war the carnage peaked, and Skeuramis fought his most famous battle. A massive, hulking Demonspawn had come, dealing death with a blazing whip, and bearing chains of otherworldly metal that tethered four slavering Undead hounds. Even when the rank and file skeletons and Demonspawn were swept away by the Arbiter’s forces, this frightful behemoth and its hounds remained, killing all who approached. Skeuramis charged the Demonspawn brute, and those around him followed.

The Fellhounds leapt at Skeuramis and his cohort, and they say he severed all four chains with his first stroke, and split all four Undead beasts in twain with his second. The Demonspawn bellowed its rage, and lashed out with its fire-whip as well as the four whirling chains, and several of Skeuramis’ comrades were struck down. But the Elf did not falter and closed the gap, and at close range the whip-wielding Demonspawn could not parry Skeuramis’ blows. The Elf severed the creature’s limbs and ran it through the chest. But the vile being, with one last act of violence, bit Skeuramis in the neck, ripping through his helmet and armor and spilling his lifeblood.

As the forces of Light won the day and took control of the battlefield, Skeuramis lay bleeding to death, but he did not perish. The Arbiter had witnessed his valor, and offered him life eternal within a Shard, which Skeuramis accepted gratefully.

Skeuramis Updates

Skeuramis Videos

ASH: SKEURAMIS | WHY I RANK HIM A TOP 15 EPIC IN RAID! (Build & Guide)

mAd Capper: SKEURAMIS | I Built Them, So You Don’t Have To

Nub Raids: SKEURAMIS – Mini-KRISK for Hydra!?! | Raid: Shadow Legends (Test Server)

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5 thoughts on “Skeuramis | Raid Shadow Legends

  1. KirbyMorph

    Really strong unit for hydra and can do work in doom tower hard waves if you moving into that content. Works in basic dungeons for early to mid game as well. The provoke is really strong with a place/no dmg and multiple unique buffs that make him an easy mischief tank and provoker for the other head. If a random mischief buff steal goes through or they get their reflect dmg/ally protect up, he has an aoe decrease buffs skill that also increases his turn meter for every debuff. Perfect for hydra. Youll still want a 2nd taunter to smooth out any 3% chance resists/cover 3 turn cooldown, but husk, etc are all common and good options for that very reason. Just an a1 type of provoke should be enough.

    Gear should probably just be full perception set. Youll struggle to hit all the stat reqs for hydra (400 to 500 res, 210 to 400 acc depending on difficulty) along with speed and defensive stats if you opt for other sets. Bommals res/def set could work and just get acc chest/banner instead of res chest/banner I suppose. Speed Id look for 240ish. More the merrier, but this is tough to hit with the res/acc reqs. After that, hp and def priorities. Tough to fit crit in, but if you can get gloves, can add some dps. If only want for dungeons/doom tower, stat reqs will be lower, so you should go with crit gloves there. If you can get around 50k hp, 2.5k def with crit gloves, i think that should be fine for hydra too. Depends a little on who you bring with you. You could have strength/def up or veil/shields to lower dmg. if you are going beyond hard difficulty, youll might want to pump up the def more.

    Masteries can get war master, but you arent really the dps. If struggling on res, Id get +50 from def tree. If need acc, get +50 acc in support. Always have support as one tree though. Some nice stuff there for him.

    He works like a mini-krisk with 3 turn provoke placement and multiple self buffs. Covers multiple heads with one unit when built for it. Can full auto with no AI issues or targeting problems. Has atk down, provoke, and can mischief tank.

  2. MagusX

    Could you please provide more info on this guy? This one seems to be better than stated so far. Thanks.

  3. JD

    deeply confused by the low CB rating when he has 60% chance of Dec ATK on his A2 and 100% chance counterattack on his A3. plus he hits like a @#$&ing cruise missile.

  4. JUN WANG

    Looks like he is underrated. Aoe 100% provoke every three turns and counterattack use his a1 to decrease turn meter. Sounds a pretty effective cc champion. A2 also useful. Overall an A tier.

  5. raidwhorew

    go go need info please