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April O’Neil
Legendary The Sacred Order Magic Support

April O’Neil — guide

Telerian League
VerdictLevel up
4.5/5
Speed108HP19320Defense1244Attack1046
Clan Boss2
Hydra5
Chimera4.5
Arena5
Dungeons4.5
Hard dungeons4.5
Doom Tower5
Faction Wars5
Preliminary rating based on the champion’s skills. Will be refined with testing.
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: April O’Neil

In short

April O’Neil is a Legendary Support from the Sacred Order with the Magic affinity, and her whole kit is turn-meter control plus an Accuracy buff for the team. She shines in Hydra, Arena, Doom Tower and Faction Wars, where enemies keep acting and taking turns. Build priority is Speed and Accuracy — you are not building her for damage.

Strengths

  • Three separate sources of turn-meter reduction: “Event Spot” (-20% to all enemies), the “Reporter” passive (-10% every time an enemy skill triggers) and -25% whenever an enemy cleanses, transfers or reduces a debuff to 0.
  • “Event Spot” gives the team +50% Accuracy for 2 turns and grants an Extra Turn — perfect setup for your debuffers.
  • “Scoop” steals all buffs and 100% of the target’s current turn meter, then places Disarm and Seal for 2 turns.
  • The A1 has up to a 75% chance to land one of seven control effects for 1 turn (Stun, Freeze, Sleep, Provoke, Fear, True Fear, Frostbite) and puts Veil on April herself.
  • Aura: +28% Ally Speed in Arena.

Weaknesses

  • Nearly useless against the Clan Boss: turn-meter theft and 1-turn control do nothing there (2/5).
  • The A1 control is random — you may not get the effect you wanted, and it only lasts one turn.
  • Her passives only trigger on one champion per team, so stacking two Aprils is pointless.
  • Without Accuracy her debuffs get resisted, and with low base ATK/DEF she is no damage dealer.

Where to use

Best areas are Hydra (5/5), Arena (5/5), Doom Tower (5/5) and Faction Wars (5/5), where the passive punishes every enemy action. Chimera, dungeons and hard content sit at 4.5/5 — there she is a reliable turn-meter cutter and Accuracy enabler. Skip her for Clan Boss (2/5) and save her for fights against living enemies.

Stats and gear

Priority: Speed → Accuracy → HP/DEF. Ignore crit stats entirely.

  • Speed: 250+ (300+ ideally) so “Event Spot” and the passives fire before the enemy moves.
  • Accuracy: 250–350 for dungeons, 400+ for hard Hydra and Arena.
  • HP/DEF: 60–80k HP or 3–3.5k DEF.
  • Sets: Speed, Perception, Pinpoint; Feral as a control-oriented alternative.

Masteries and blessings

Support and Defence trees, tuned for survival and speed: Invigorated, Nimblemiss, Expeditious Exploitation, Gathering Momentum, Puppetmaster, Slow The Enemy, Torpidity. Blessings: Temporal Chains for turn-meter control, Brimstone if you want extra damage, Intimidating Presence for Arena. Relics: Wand of Submission, Perched Shadow, Mind of Marquat.

Tombs

Book “Event Spot” first — the -1 cooldown makes the Accuracy buff and the turn-meter cut almost permanent. Then “Scoop”: -1 cooldown and the steal chance goes to 100%. The A1 comes last, it only adds debuff chance.

Verdict

A great Legendary for Hydra, Arena and Doom Tower: stack Speed and Accuracy, book the third skill, and the enemy team barely gets to move.

Build

Artifact sets
SpeedPerceptionPinpointFeral
Key masteries
InvigoratedNimblemissExpeditious ExploitationGathering MomentumPuppetmasterSlow The EnemyTorpidity
Blessings
BrimstoneTemporal chainsIntimidating presence
Relics
Wand of SubmissionPerched ShadowMind of Marquat

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

Skills

April O'Neil is a Legendary Champion in RAID: Shadow Legends from the The Sacred Order faction (Telerian League), role — Support, affinity — Magic.

Skills

SkillDescriptionLevel Upgrades

Exclusive

Attacks an enemy. Has a 50% chance of placing a Stun, Freeze, Sleep, Provoke, Fear, True Fear, or Frostbite debuff on the target for 1 turn. Places a Veil buff on this Champion for 2 turns.
Damage based on [ATK] = 4 × [ATK]

Effects: Veil, Freeze, True Fear, Stun, Frostbite, Provoke, Sleep, Fear

Lvl 2 Damage +10%
Lvl 3 Damage +10%
Lvl 4 Debuff chance: +10%
Lvl 5 Debuff chance: +15%

Sensation

Cooldown: 4 turns

Attacks an enemy. Has a 75% (100%) chance of stealing all buffs from the target. Also has a 75% (100%) chance of stealing 100% of the target's current Turn Meter. Then has a 75% (100%) chance of placing a Disarm and a Seal debuff for 2 turns.
Passive Effect Has a 25% (50%) chance of activating the "Exclusive" skill on an enemy who receives an extra or instant turn. If there are multiple Champions with this skill on the team, it only triggers on one of them.
Damage based on [ATK] = 5.5 × [ATK]

Effects: Steals Turn Meter, Steals buffs, Disarm, Seal

Lvl 2 Damage +10%
Lvl 3 Damage +10%
Lvl 4 Debuff chance: +10%
Lvl 5 Debuff chance: +15%
Lvl 6 Cooldown -1

Scene of the Crime

Cooldown: 5 turns

Places a 50% Increase ACC buff on the team for 2 turns.
Reduces the Turn Meters of all enemies by 20%.
Gets an extra turn.

Effects: 50% Increase ACC buff, Decreases Turn Meter

Lvl 2 Cooldown -1

Reporter [P]

Cooldown: 3 turns

Passive effect: Decreases enemies' Turn Meter by 10% each time an enemy skill is activated, they attack together with allies, they get an extra or instant turn, when their skill cooldowns are reduced, Shield strength is increased, decreased HP is restored, they swap HP themselves or with allies, uses Evade on an effect or skill, their Turn Meter is equalized, and also if their HP is equalized by a skill. Available once per skill. If multiple Heroes with this skill are on the team, it only triggers for one.
Active effect: Decreases all enemies' Turn Meter by 25% each time they remove a debuff, transfer it, or reduce its duration to 0. If multiple Heroes with this skill are on the team, it only triggers for one.

Effects: Decrease Turn Meter, Evade

Lvl 2 Cooldown -1
AuraIncreases Ally SPD in Arena battles by 28%.

Where to get

Sacred Shardmain source
Ancient Shardvery rare chance
Events and fusionsstay tuned

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