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Assassin
Rare Shadowkin Magic Attack

Assassin — guide

Nyresan Union
VerdictVault (fusion fodder)
2/5
Speed89HP13380Defense771Attack1365
Clan Boss3
Hydra1
Chimera2
Arena0.5
Dungeons2
Hard dungeons1
Doom Tower1.5
Faction Wars2.5
For CB, up to 3rd
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Assassin

In short

Assassin is a Rare Attack champion whose whole kit is debuff utility: a poison on the A1, a debuff-extension on the A2 and Weaken on the A3, plus a +10% Speed aura in all battles. He is only worth real investment for early Clan Boss and Faction Wars, where extending poisons and Weaken actually does something. Do not build him for damage — priority is Accuracy, then Speed, then survivability.

Strengths

  • A2 "Slow Death" extends every debuff on the target by 1 turn — extra poison ticks on Clan Boss, including poisons from the rest of the team.
  • A3 "Call of Sleep" reaches a 100% chance to place 15% Weaken for 2 turns once booked — a solid damage multiplier for the whole team.
  • A1 has up to a 75% chance to apply a 5% Poison, so he feeds the boss's debuff bar himself.
  • +10% Speed aura in all battles is passive value for every lineup, including Faction Wars and Doom Tower.
  • He is Rare: books and ascension are cheap, so a working version is easy to put together early.

Weaknesses

  • Very low base stats: 1 365 Attack, 771 Defense, 89 Speed — he neither hits nor survives.
  • Almost useless in Arena (0.5/5): no speed lead for a nuke comp, no control, no AoE.
  • Against Hydra (1/5) and on hard content (1/5) his debuffs are too weak and too short.
  • All his damage scales off Attack while his sustain depends on Lifesteal gear; without support he folds.

Where to use

Best use is Clan Boss (3/5): debuff extension and Weaken matter there, but only early, before you have real damage dealers. Next comes Faction Wars (2.5/5), where the Speed aura and debuffs prop up thin rosters, then Dungeons (2/5) and Chimera (2/5) as a secondary debuffer. He is situational in Doom Tower (1.5/5) and simply not needed in Arena (0.5/5), Hydra (1/5) or hard difficulties (1/5).

Stats and gear

Sets: Speed, Lifesteal (for Clan Boss sustain) or Divine Speed. Gauntlets Attack% or Crit Rate, chest Attack%, boots Speed. Stat targets: 170–200 Speed so he cycles the A2 often, 150+ Accuracy for normal Clan Boss and 200–250 for higher difficulties, Crit Rate near 100% only if you actually build him for damage; don't fully ignore Defense and Resistance — his base is thin. Listed relic: Orb of Transfixion.

Masteries and blessings

Offense tree plus Support tree: from the list take Targetfinder (Accuracy) and Invigorated, filling the rest with standard boss-damage and Accuracy masteries. Blessings are secondary on a Rare — if you have a free slot, take something for survivability or Accuracy from what you own; he isn't worth a real investment.

Tombs

Book the A2 first: the debuff-extension chance up to 75%, then the −1 cooldown, because how often the A2 comes up is his entire value on Clan Boss. Then the A3: Weaken chance to 100% and the −1/−2 cooldown reductions. Leave the A1 for last.

Verdict

A stopgap Rare: the Speed aura and debuff extension earn him a place in early Clan Boss and Faction Wars, but beyond that he goes to the vault — including as fusion material.

Build

Artifact sets
SpeedLifestealDivine Speed
Key masteries
InvigoratedTargetfinder
Relics
Orb of Transfixion

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills


King's Death
Attacks an enemy. Has a 50% (75%) chance of placing a 5% Poison debuff for 1 turn.
Damage based on [ATK] = 3.3 × [ATK]
Lvl 2 Damage +5%
Lvl 3 Damage +5%
Lvl 4 Damage +5%
Lvl 5 Debuff Chance: +10%
Lvl 6 Debuff Chance: +15%


Slow Death
Attacks an enemy. Has a 50% (75%) chance of extending all debuffs on the target by 1 turn.
Damage based on [ATK] = 5.9 × [ATK]
Cooldown: 4 turns
Lvl 2 Damage +5%
Lvl 3 Damage +5%
Lvl 4 Debuff chance +10%
Lvl 5 Debuff chance +15%
Lvl 6 Cooldown -1


Call of Sleep
Attacks an enemy. Has a 75% (100%) chance of placing a 15% Weaken debuff for 2 turns.
Damage based on [ATK] = 5.4 × [ATK]
Cooldown: 5 turns
Lvl. 2 Damage +10%
Lvl. 3 Damage +10%
Lvl. 4 Debuff chance +10%
Lvl. 5 Debuff chance +15%
Lvl. 6 Cooldown -1
Lvl. 7 Cooldown -1


Speed Aura in all battles by 10%.
Increases allies' Speed in all battles by 10%

PVE Masteries = Assassin: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars

PVP Masteries = Assassin: masteries for Arena (1 vs 1, 3 vs 3)


Where to get

Mystery Shardchance for these champions
Ancient Shardmain source
Events and fusionsstay tuned

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