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Jurojin
Epic Shadowkin Spirit HP

Jurojin — guide

Nyresan Union
VerdictVault (fusion fodder)
2.5/5
Speed98HP20970Defense1167Attack738
Clan Boss4
Hydra2
Chimera2
Arena2.5
Dungeons2
Hard dungeons1
Doom Tower2
Faction Wars2.5
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Jurojin

In short

Jurojin is an Epic HP-role champion from the Shadowkin with Spirit affinity. All three of his attacks scale off HP, and the kit adds a self-Shield, a Provoke, a 50% Decrease ATK and a passive that cuts incoming damage — a classic fat frontline body for Clan Boss, which is exactly where he scores best (4/5). Build priority is simple: stack HP, then Speed and Accuracy.

Strengths

  • Every hit scales off HP (0.24 / 0.32 / 0.34 of max HP) — a tank that still deals damage.
  • A1 Weapon of the Monk has a 45% (60% booked) chance to place 50% Decrease ATK for 2 turns — permanent damage reduction on the boss.
  • A2 Fatal Duel gives a Shield worth 25% of his max HP for 2 turns plus a Provoke that cannot be resisted if the target's max HP is equal to or lower than his.
  • A3 True Strike ignores 25% of the target's DEF, and also ignores Unkillable and Block Damage.
  • Passive: he takes 25% less damage from attacks while at 50% HP or below, so he gets harder to finish exactly when it matters.

Weaknesses

  • Weak base: 98 SPD and 1,167 DEF — without outside buffs he folds to burst.
  • Provoke does nothing to bosses, so in Clan Boss A2 is basically just a Shield.
  • No team buffs, cleanses or control beyond Decrease ATK — Hydra, Chimera and Hard content drop to 1–2/5.
  • HP-scaled multipliers are modest; he is not a damage dealer and never replaces one.

Where to use

Clan Boss first (4/5): Decrease ATK, a Shield off his own HP and the damage-reduction passive make him a sturdy frontliner. Next come Arena (2.5/5) and Faction Wars (2.5/5), where the Provoke earns its slot. Dungeons and Doom Tower sit at 2/5, Hydra and Chimera at 2/5, and Hard content at 1/5 — there he either dies or brings nothing but his own survival.

Stats and gear

Priority: HP% → SPD → ACC, with leftover DEF. Rough targets: 70–90k+ HP, 170–200+ SPD and 200–250 ACC so Decrease ATK and Provoke actually land. Do not chase crit — his base 15% C.RATE is fine since the damage comes from HP. Sets: Life or Immortal for HP, Speed and Perception for SPD with Accuracy, Regeneration as a budget Clan Boss option.

Masteries and blessings

Go into the Offense tree for Clan Boss damage and Defense for survival. Key picks from the site list: Pierce Defenses and Piercing Strike (they boost his HP-based damage into the boss), Foekiller, Survival Speed and Unflinching. Relics: Malefic Talon, Golden Elixir, Essence Quencher.

Tomes

Book A3 True Strike first: -1 cooldown at level 5, cheap and immediately more piercing hits. Then A1 for the +10% Decrease ATK chance (up to 60%) — that is the whole team's survivability in Clan Boss. Leave A2 Fatal Duel for last: its cooldown only drops at level 8, and before that the books give just Shield and damage.

Verdict

A narrow but cheap HP tank for Clan Boss: the Decrease ATK and self-Shield earn his place there, while outside Clan Boss he is mostly dead weight.

Build

Key masteries
Pierce DefensesSurvival SpeedFoekillerUnflinchingPiercing Strike
Relics
Malefic TalonGolden ElixirEssence Quencher

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

Skills

Jurojin — Epic champion in RAID: Shadow Legends from the Shadowkin faction (Nyresan Union), role — HP, affinity — Spirit.

Skills

SkillDescriptionLevel Upgrades

Monk's Weapon

Attacks an enemy. Has a 45% (60%) chance to place a 50% Decrease ATK debuff for 2 turns.
Damage based on [HP] = 0.24 × [HP]
Lvl 2 Damage +5%
Lvl 3 Debuff Chance +5%
Lvl 4 Damage +10%
Lvl 5 Debuff Chance +10%

Fatal Duel

Cooldown: 4 turns

Places a [Shield] buff on this Champion equal to 25% of their MAX HP for 2 turns, then attacks an enemy. Places a [Provoke] debuff for 1 turn. If the target's MAX HP is equal to or lower than this Champion's, the [Provoke] debuff cannot be resisted.
Damage based on [HP] = 0.32 × [HP]
Lvl 2 Damage +5%
Lvl 3 Shield +5%
Lvl 4 Damage +5%
Lvl 5 Shield +5%
Lvl 6 Damage +10%
Lvl 7 Shield +10%
Lvl 8 Cooldown -1

True Strike

Cooldown: 4 turns

Attacks an enemy. Ignores 25% of the target's DEF. Also ignores Unkillable and Block Damage.
Damage based on [HP] = 0.34 × [HP]
Lvl 2 Damage +5%
Lvl 3 Damage +5%
Lvl 4 Damage +10%
Lvl 5 Cooldown -1

Surge of Power (Passive)

Receives 25% less damage from enemy attacks when HP drops to 50% or below.

Where to get

Ancient Shardsmall chance
Sacred Shardhigh chance for an Epic
Events and fusionsstay tuned

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