
Arix — guide
Guide: Arix
In short
Arix is a Legendary Health-type tank-controller from the Knights Revenant with Magic affinity. He brings AoE buff removal, an AoE Stun and a team Ally Shield, while his passive feeds him turn meter from ally crits and heals him when enemies crit. Build him as a durable, accurate support first — HP, SPD and ACC matter more than damage.
Strengths
- Mass buff removal: A1 hits all enemies and has a 35% chance to remove a random buff from each target — good against shields, Immunity and buff-heavy Arena teams.
- Control: A2 is an AoE Stun with a 75% chance; if the target is stunned, he transfers one of his own debuffs onto it.
- Team protection: A3 gives every ally except himself a 50% Ally Shield for 2 turns and puts Counterattack on himself for 2 turns.
- Passive: +5% turn meter whenever an ally crits and a 5% max HP heal whenever an enemy crits — strong in long fights with crit-heavy teams.
- HP-based damage: 0.22 and 0.35 multipliers with a 22,965 HP base mean he can tank and still contribute chip damage.
Weaknesses
- Low base: 99 SPD and 15 ACC are not enough; he needs gear and masteries to function.
- Not a damage dealer: multipliers are low, so C.DMG is wasted on him.
- Long cooldowns: A2 and A3 sit on 4 and 5 turns; without books he feels clunky.
- Stun has limits: bosses and much of Doom Tower ignore or punish Stun — hence 3/5 in Clan Boss and 2.5/5 in DT.
- No shield on himself: A3 excludes Arix, so his own survival depends on the passive, sets and support.
Where to use
Best areas are Arena — Classic, Tag Team and Live (4/5) — where buff removal and mass Stun matter. He is also good in Hydra (4/5) and Faction Wars (4/5) as a durable support with control. In Chimera, dungeons, Hard modes and Clan Boss he is average (3/5): take him only when you specifically need control or a shield. Doom Tower is his weakest spot (2.5/5).
Stats and gear
Priority: HP% → SPD → ACC → RES. Targets: 70–100k HP, 200–250 SPD in Arena, 250+ ACC (300+ for high Hydra), 250–300 RES if you skip Immunity. Do not build C.RATE/C.DMG — his passive triggers on crits from allies and enemies, not his own. Sets: Immunity + Immortal/Regeneration for general use; Stun/Provoke for Arena control; Stoneskin/Protection for PvP survival. Relics: Malefic Talon, Wand of Submission, Stormcaller as needed.
Masteries and blessings
Trees: Defense + Offense for HP damage and survival; add Support if you are short on ACC. Key picks from the list: Pierce Defenses, Invigorated, Gathering Momentum, Sharpened Riposte, Bloodthirsty Prowess, Boss Slayer. Blessings: Brimstone or Cruelty for Hydra/Arena pressure; Life Harvest for Faction Wars sustain; Hero Soul if you need raw stats.
Tomes
Book A2 first — the jump to a 75% Stun chance and -1 cooldown is his main control upgrade. Then book A3 for the -2 cooldown so the shield and Counterattack come back faster. Leave A1 for last; its books only add buff-removal chance and damage.
Verdict
A solid control tank for Arena, Hydra and Faction Wars, but not a universal Clan Boss or Doom Tower pick. Build HP/SPD/ACC, book A2 and A3, and use him where mass Stun and buff removal matter.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Arix is a Legendary Champion in RAID: Shadow Legends from the Knights Revenant (The Corrupted) faction, role — HP, affinity — Magic.
Skills
| Skill | Description | Level Upgrades |
Noxious Skill | Attacks all enemies. Has a 25% (35%) chance of removing a random buff from each target. Damage based on [HP] = 0.22 × [HP] AoE Effects: Removes buffs | Lvl 2 Damage +10% Lvl 3 Debuff Chance +5% Lvl 4 Damage +10% Lvl 5 Debuff Chance +5% |
Thorn Curse Cooldown: 4 turns | Attacks all enemies. Has a 50% (75%) chance to place a Stun for 1 turn. If the target is stunned, transfers one of its debuffs to it. Damage based on [HP] = 0.35 × [HP] AoE Effects: Stun | Lvl 2 Damage +10% Lvl 3 Debuff chance: +10% Lvl 4 Damage +10% Lvl 5 Debuff chance: +15% Lvl 6 Cooldown -1 |
Instruction Cooldown: 5 turns | Gives all team members except himself an Ally Protection 50% buff for 2 turns. Also places a Counterattack buff on himself for 2 turns. Effects: Counterattack, Ally Protection 50% | Lvl 2 Cooldown -1 Lvl 3 Cooldown -1 |
Cynicism [P] | Fills this Champion's Turn Meter by 5% each time an ally lands a critical hit. Heals this Champion by 5% of their MAX HP each time an enemy lands a critical hit. |
Where to get
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Question — answer
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