Yeoman | Raid Shadow Legends

Raid Shadow Legends Yeoman Skill Mastery Equip Guide

Overview

NAME: Yeoman
FACTION: Sacred Order
RARITY: Common
ROLE: Attack
AFFINITY: Magic
RANK: A
USABILITY: Early Game
TOMES: 4 (A1)

Abilities

RSL_Target_BasicAttack_3Hits
RSL_Target_DecreaseTurnMeter

Obtain from

Mystery Shard
Market
Valdemar Strait

Use Case

Fire Knight Multi-Hitter

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

Yeoman Review

Yeoman is a Common Attack Magic champion from The Sacred Order faction in Raid Shadow Legends. Yeoman only has one ability, Valley (A1 Skill) that attacks 1 enemy 3 times. If you do not have any decent multi-hitter champion for Fire Knight Boss, then you can use Yeoman to take down the boss shield counter quickly. In addition, his default attack has a chance to apply Decrease Turn Meter, which makes him a good candidate against Fire Knight during early game!

Yeoman Skills

Valley
Attacks 1 enemy 3 times. Each hit has a 10% chance to decrease the Turn Meter by 20%.
Level 2: Damage +5%
Level 3: Buff/Debuff Chance +5%
Level 4: Damage +5%
Level 5: Buff/Debuff Chance +10%
Damage Multiplier: 1 ATK

Yeoman Build Guide

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

Recommended Artifacts

PvE: Bloodthirst, Impulse, Lifesteal, Reflex, Relentless
PvP: Zeal
PvE & PvP: Accuracy, Critical Damage, Cruel, Divine Speed, Fatal, Instinct, Killstroke, Lethal, Merciless, Perception, Savage, Speed, Supersonic

Stats Allocation

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

Stats Priority

ATK Nuker: ATK%, C.RATE, C.DMG, SPD
ATK Nuker & Debuffer: ATK%, C.RATE, C.DMG, SPD, ACC

Yeoman Masteries Guide

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

Raid Shadow Legends Yeoman Skill Mastery Equip Guide

Offense

  1. Deadly Precision
  2. Keen Strike
  3. Whirlwind of Death
  4. Single Out
  5. Bring it Down
  6. Methodical
  7. Kill Streak
  8. Giant Slayer

Support

  1. Pinpoint Accuracy
  2. Exalt in Death
  3. Charged Focus
  4. Swarm Smiter
  5. Evil Eye
  6. Lore of Steel
  7. Spirit Haste

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10 thoughts on “Yeoman | Raid Shadow Legends

  1. Mark

    Came here for Yeoman, amd instead learned about Alure. Ayumilove, appreciate your work in making this site. Before YouTube and other sites, I first come here.

  2. 69xxxRaiderxxx69

    don’t use it

  3. Stephen

    Thank you for the information. I will look for a better champion in the future as I am stuck at the first 7 stages like you said at this point. I am working on a Fire Knight team as we speak, that is why I asked about the mastery on this champion. But, if you suggest getting another champion, then I will work towards finding someone else. As, he definitely has his limits.

  4. Ayumilove Post author

    @Stephen: Yeoman mastery guide and equipment guide are now available! Yeoman is an Uncommon champion who can help you in the early stages of Fire Knight stages if you do not have any multiple-hit champions on their A1 (default skill) such as Athel (starter champion). For the masteries, I would recommend picking up the Basic masteries and not to invest many resources on him once you get a better champion who can help in multiple areas instead of 1 specific area as you are progressing in early game.

    I used to have 2 Yeoman (Level 40 fully maxed skill) alongside with Athel, Warpriest and Diabolist to take on the first 7 stages of Fire Knight and has been helpful to keep the Fire Knight boss shield and turn meter down. When I got Alure (Epic Champion) who is a better version of Yeoman (30% Turn Meter reduction per hit for 3 hits), I switched to her as she is end-game viable for Fire Knight 1 to Fire Knight 20.

  5. Sharece

    Stephen, Not sure about anyone else’s setup for masteries for this champ but for the first few ones I suggest C.Rate, ACC and Shield breaker to name a few but I would check out what the masteries are and choose according to what you need him to do, but like AYumi stated earlier this champ is more for early and some mid game utilities not so much for end game needs

  6. Stephen

    Can we get the mastery for Yeoman please? As I would love to use him for the Fire Knight as I am just starting out, and he is abundantly available in Mystery Shard drops. Cheers!

  7. Sharece

    Curious to know how these champs are ranked, I had Yeoman @ 4* and although I would not say he ranks terrible I don’t see him as Excellent either he is only good for Fite Knights Castle, but uou have Wretch ranked as bad and he has more areas (Including Clan Boss) where he is real good so I was curious how they were rated as I have seen a few others ranked differently than what I have seen them perform.

  8. Ed

    @Ayumilove: Awesome thank you for the reply!

  9. Ayumilove Post author

    @Ed: I had 3 Yeomans along with Athel and Healer. All Yeomans are maxed skill. There are devastating in keeping Fire Knight’s shield down and kept his turn meter down too, but dealt very little damage. They are good for early game but at later stages its more difficult since you need few powerful champions to carry them over to the Fire Knight stage. Carry champions who has Ally Protection, Heal and Resurrection. Also, I tried 4 Athel’s and a Healer, they can remove the Shield pretty quickly, but I didn’t have much resources to bring them to higher stages. Not interested keeping too many copies of Athel either haha. Not enough champion slots to try other unique champions available in RAID.

  10. Ed

    I have been experimenting with this guy off and on for the fire knight (and for dungeon bosses more generally, to a lesser degree). Because his damage is low, I’ve been building him for speed and accuracy; it seems like with enough turn meter reduction there’s no need for the boss to ever move. I’m considering building a second one and running them with my rare/epic turn meter champs, just to see if I can make permanent lockdown happen; if it doesn’t work they can always become 5-star chickens. Has anyone else played around with this?