
Arcanist — guide
Guide: Arcanist
In short
Arcanist is a Rare Support champion who hands the whole team 15% Regeneration plus ATK Up 25% and C.RATE Up 15%, with a 20% Sleep on her default attack. She is at her best in Faction Wars and as an early dungeon/Clan Boss support. Build her for speed and survivability — with 991 base Attack her damage is not worth a single slot.
Strengths
- Her third skill gives every ally ATK Up 25% and C.RATE Up 15% for 3 turns — a lot of value for a Rare.
- The second skill places 15% Regeneration on all allies for 2 turns: constant passive healing that needs no Accuracy and cannot be resisted.
- The default attack has a 20% chance to place Sleep for 1 turn — free single-target control.
- Arena aura: +25% DEF to all allies, handy in early Arena defence.
- Both support skills are buffs on allies, so enemy Resistance and your Accuracy barely matter.
Weaknesses
- Base Speed 98 is slow; without Speed gear she buffs after the fight is already decided.
- Damage scales off ATK, but her Attack is tiny — a damage build is wasted.
- Sleep breaks on the next hit, so it only works on a target nobody touches.
- No cleanse, no shield, no revive, no direct heal — buffs only.
- Ratings fall to 1.0 in Hydra, Chimera, Hard mode and Doom Tower.
Where to use
Start with Faction Wars (2.5), where her Regeneration and buffs cover a missing support slot. Then dungeons (2.0) and Clan Boss (2.0) for early buff uptime and passive healing. In Arena (1.5) she is picked for the +25% DEF aura alone. Skip Hydra, Chimera, Hard mode and Doom Tower (1.0) — those spots belong to much stronger supports.
Stats and gear
Priority: Speed → HP/DEF → Accuracy (only if you actually rely on the Sleep). Rough targets: Speed 180–220, HP 35,000–45,000, DEF 2000+, Accuracy 150–200 optional. Ignore C.RATE, C.DMG and Attack entirely. Sets: Speed (mandatory), Immortal or Regeneration for sustain, Life as the budget option. Speed boots always, HP% or DEF% gloves and chest, defensive substats on jewellery.
Masteries and blessings
Use the «Survival Speed» and «Unflinching» presets: Defence and Support trees, no offence masteries. What matters is survivability, buff/heal boosting and crowd-control resistance. Relic: Golden Elixir. Blessings are a low priority here — take a defensive one and don't invest further in a vault champion.
Tomes
Book the third skill first: level 2 cuts the cooldown by 1, so ATK Up and C.RATE Up stay on the team almost permanently — the biggest gain. Then the second skill for its cooldown -1 and more frequent Regeneration. Don't spend tomes on the default attack; it only rolls chance and damage.
Verdict
A filler Rare support: genuinely helpful in Faction Wars, but otherwise she is vault and fusion material.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
| Skill | Description | Level Upgrades |
![]() Touch of Burden | Attacks an enemy. Has a 20% chance of placing a Sleep debuff for 1 turn. Damage based on [ATK] | Lvl 2 – Buff/Debuff Chance +5% Lvl 3 – Damage +5% Lvl 4 – Buff/Debuff Chance +5% Lvl 5 – Damage +10% Lvl 6 – Buff/Debuff Chance +10% Lvl 7 – Damage +10% |
![]() Uncommon Healing | Places a Continuous Heal 15% buff on allies for 2 turns. | Lvl 2 – Cooldown -1 |
![]() Zeal | Places Increase ATK 25% and Increase C.RATE 15% on allies for 3 turns. | Lvl 2 – Cooldown -1 |
| Aura | Increases Ally DEF in Arena by 25%. |
Sorceress Raid Shadow Legends is a Champion from The Corrupted faction of the Knights Revenant. Her main role in the team is Support. Sorceress is considered one of the most useful Rare Knights Revenant Champions. Her arsenal includes the controlling Sleep debuff, strong team buffs, and even healing for allies.
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