Which Dungeons to Farm First in RAID: Shadow Legends

Energy in RAID always runs out before the questions do. So here is a practical order of dungeons — not an alphabetical list, but what to farm first, what can wait, and how to tell when it is time to switch routes.

The principle: farm whatever removes your bottleneck

The classic beginner mistake is spreading energy thin: Spider today, Ice Golem tomorrow, potions the day after. Progress does not come from "lots of gear" — it comes from fixing one specific wall. Look at where you actually get stuck:

  • you cannot clear campaign and story stages — you lack damage and survivability, so you need a gear base;
  • your Clan Boss damage is low — masteries and key stats come first, sets come later;
  • your team folds in Spider's Den — you need control, HP burn and accessories;
  • you cannot ascend a key champion — go to the matching Keep.

Second rule: farm the highest stage you clear reliably, not the one that works on a lucky run. Stages 20+ are the common benchmark — that is roughly where a serious chance at 6★ gear begins.

Minotaur's Labyrinth: your first energy sink

Until your key champions have full masteries, almost any other farming is less efficient. Scrolls from the Minotaur give damage and survivability that no random set drop can match for the same energy. It shows up most on Clan Boss: the right masteries on your damage dealers multiply your result rather than nudging it.

You do not need special champions here — you need a team that reliably reaches the end of the stage on auto. Finish masteries on your main Clan Boss team first (4–5 champions), then on your farming team, and only then drop in occasionally for events and tournaments.

Dragon's Lair: the gear backbone

Dragon is your bread and butter: Speed, Accuracy and broadly useful combat sets that nearly every champion wants. Speed is the most valuable stat in the game — move earlier, land debuffs earlier, strip boss buffs earlier, trigger more masteries. Accuracy matters for anyone who puts something on an enemy, Clan Boss teams included.

In practice: run Dragon at your highest stable stage until your key champions have decent Speed and Accuracy sets. Sell everything spare right away — it is your main source of silver for upgrades and rework. Squishy but valuable champions like Coldheart and Royal Guard speed up runs considerably thanks to enemy MAX HP damage, and Prince Kymar, if you own him, turns farming into a conveyor belt.

Spider's Den: accessories carry you

Spider drops rings, amulets and banners — stats you cannot get anywhere else: Crit Damage and Accuracy on banners, Resistance and HP on amulets, Crit Rate and Speed on rings. Without accessories a champion often misses exactly the stats needed for consistency.

Spider is not about raw damage but about control and HP burn: the boss heals fast if you let it take turns. Ninja and Venomage cover the HP burn and debuff side, Acrizia and Husk hit enemy MAX HP, Coldheart drains Turn Meter. Turn Meter control and Accuracy on your debuffers are mandatory.

Ice Golem's Peak and Fire Knight's Castle: second tier

Ice Golem is useful for damage and Crit Damage style sets, and its clears are also required in progress mission chains. Fire Knight is a team-building exam: the shield must be broken with many hits, and the boss punishes slow wave clears. Go there when the base is already built, not instead of Dragon.

Champions that genuinely help: Gnut is one of the best boss killers in the game, Deacon Armstrong brings Turn Meter control and Accuracy, Fahrakin the Fat enables joint attacks, Royal Guard and Coldheart add damage and Turn Meter reduction. If you do not have them, do not force it — Dragon and Spider first.

Keeps, Iron Twins and Sand Devil: only on demand

The Keeps (Arcane, Force, Magic, Spirit, Void) are your ascension potion sources. Farming them "just in case" is nearly pointless: go there when a specific champion is blocked on ascension, and always at the highest stage you can hold. Iron Twins and Sand Devil are late-game — their resources matter once basic gear and masteries are done, not instead of them.

Checklist for moving to the next farming stage:

  1. your main Clan Boss team has full masteries;
  2. key champions wear Speed and Accuracy, not "whatever dropped";
  3. Spider's Den is stable and accessories are on at least your damage dealers and debuffers;
  4. you clear Dragon stage 20+ consistently.

After that you can add Ice Golem, Fire Knight and the special dungeons without losing momentum. And keep an eye on events: sometimes two days in one dungeon for a tournament beats the "ideal" route.

Summary

The order is simple: Minotaur's Labyrinth (masteries) → Dragon's Lair at a stable stage (Speed and Accuracy) → Spider's Den (accessories) → Ice Golem and Fire Knight as needed → Keeps only for ascension → Iron Twins, Sand Devil and other late-game content. Switch routes based on your bottleneck — damage, survivability, Accuracy, accessories — not on mood. That way energy goes into progress instead of a vault full of junk gear.

09/10/2026

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