
Tidemaster Dexikos — guide
Guide: Tidemaster Dexikos
In short
Tidemaster Dexikos is an Epic Magic support from the Argonites who heals off his own MAX HP, hands out shields through his passive, keeps Increase DEF on the team and brings two allies back at once. He shines in Clan Boss and Faction Wars. Build priority is simple: Speed and HP first, everything else is secondary.
Strengths
- Water Bolt hits twice and each hit heals the lowest-HP ally for 5% of his own MAX HP — free healing every single turn, no cooldown involved.
- Tidecaller's Wrath is an AoE plus Increase DEF 60% for 2 turns; fully booked the cooldown drops to 3 turns, so the buff is basically always up.
- Water of Healing revives two random allies at 40% HP and 20% Turn Meter, then heals the team for 15% of his MAX HP and applies Veil to everyone but himself — it still does all of that when nobody is dead.
- The Water Surface passive shields every ally below full HP at the start of his turn, and the shield scales off the recipient's MAX HP, so tanks get fat shields.
- Aura gives +20% HP in all battles — a free stat boost for the whole team.
Weaknesses
- The revive picks targets at random — you can't guarantee your damage dealer comes back.
- Healing scales off his own HP, so he has to invest in HP and Speed at the same time.
- No debuffs at all: no Decrease DEF/ATK, no control, no cleanse. ACC is wasted on him.
- Thin base stats (1 046 DEF, 107 SPD) — built purely for HP he folds fast.
Where to use
First and foremost Clan Boss (4.0): steady healing, shields, Increase DEF and revives keep the team alive through long fights. Next is Faction Wars for the Argonites (4.0), where he is close to mandatory. He is a solid safety net in Hydra and Chimera (3.5). Dungeons, Doom Tower, Hard mode and Arena all sit at 3.0 — he is slow and controls nothing in dungeons, and in Arena his Veil lasts only 1 turn and he brings no cleanse, so Arena is a niche pick at best.
Stats and gear
Priority: Speed → HP% → DEF → RES. Rough targets: SPD 200–250, HP 60–80k+, DEF 2 500–3 000, RES 150–200 if you use him in Arena or Doom Tower. Ignore ACC, C.RATE and C.DMG — he deals no meaningful damage.
- Speed — the core, so his passive and heals tick often.
- Regeneration — self-sustain, great for Clan Boss.
- Bolster / Protection — shielding and team survivability.
- Relentless — extra chance to act out of turn order.
- Mercurial — a budget option if you're short on Speed.
Relics worth considering: Chrysalid of Rebirth, Hallowed Hilt, Andromeda's Diadem and Journal of Necrotos.
Masteries and blessings
Main tree is Support, then finish in Defense for survivability. Key picks from the list: Invigorated and Revival Blessing for stronger healing and a sturdier team. Targetfinder is listed in the build, but his own skills need no ACC — take it only for specific content. Blessings: Survival Instinct as the default, Chainbreaker against lockdown, Cruelty as an option if you want extra damage for the team.
Tombs
Book Tidecaller's Wrath first: two levels cut the cooldown from 5 to 3 turns, which makes Increase DEF almost permanent. Second is Water of Healing (6 → 4 turns) for more revives and heals. Finish Water Bolt last — it only adds +10% healing.
Verdict
A dependable Epic support: not a game-breaker, but in Clan Boss and Argonites Faction Wars he covers a huge amount of ground. Cheap to build and he pays off as soon as the books land.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Dexis the Tidemaker — an Epic champion in RAID: Shadow Legends from the Argonites faction (Nyresan Union), role — Support, affinity — Magic.
Skills
| Skill | Description | Level Upgrades |
Water Bolt | Attacks an enemy 2 times. With each hit, heals the ally with the lowest HP by 5% of its own MAX HP. Damage based on [ATK] = X.X × [ATK] (2 times) Effects: Heals the team | Lvl 2 Damage +5% Lvl 3 Damage +5% Lvl 4 Heal +5% Lvl 5 Heal +5% |
Tidecaller's Wrath Cooldown: 5 turns | Attacks all enemies. Places a 60% Increase DEF buff on the team for 2 turns. Damage based on [ATK] = X.X × [ATK] AoE Effects: 60% Increase DEF buff | Lvl 2 Damage +10% Lvl 3 Damage +10% Lvl 4 Cooldown -1 Lvl 5 Cooldown -1 |
Healing Water Cooldown: 6 turns | Revives two random allies with 40% HP and 20% Turn Meter. Heals allies by 15% of their MAX HP, even if no allies were revived. Places a Veil buff on all allies except this Champion for 1 turn, even if no allies were revived. Effects: Revives an ally, Veil, Heals team | Lvl 2 Cooldown -1 Lvl 3 Cooldown -1 |
Water's Surface [P] | At the start of this champion's turn, places Shields on allies whose HP is below 100% for 1 turn. The Shield strength is equal to 15% of the MAX HP of the champions receiving the buff. | |
| Aura | Increases Ally HP in all battles by 20% |
Where to get
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